{"id":418,"date":"2017-04-17T17:40:33","date_gmt":"2017-04-17T17:40:33","guid":{"rendered":"http:\/\/www.etc.cmu.edu\/projects\/tiny\/?p=418"},"modified":"2017-05-04T22:07:05","modified_gmt":"2017-05-04T22:07:05","slug":"week-12","status":"publish","type":"post","link":"http:\/\/www.etc.cmu.edu\/projects\/tiny\/index.php\/2017\/04\/17\/week-12\/","title":{"rendered":"Week 11 (4\/3 – 4\/7)"},"content":{"rendered":"

 <\/p>\n

Starting Week 11 we finished creating digital versions of our remaining puzzles. In addition we began working on the various aspects of the game that we presented to our playtesters at the end of Week 10.<\/p>\n

More Pieces<\/h2>\n

We added a map to replace the original level select screen. The new map would serve two functions.<\/p>\n

    \n
  1. It would display the progression of the game to the player<\/li>\n
  2. Create a more visually appealing method of level section<\/li>\n<\/ol>\n

    \"\"<\/p>\n

    We\u00a0also implemented a\u00a0reward system in the form of trophy\u2019s added to ones treasure room after completing a \u2018boss level\u2019. \u00a0We hoped such an addition would add a motivational factor for completing\u00a0the game.<\/p>\n

    \"\"<\/p>\n

    Later in the week Jesse Schell<\/a> played the game, and suggested a new way to show treasure room. Instead of having trophys placed on the desk, have shelves arranged in a geometric way with\u00a0numbers on them to reinforce the central theme\u00a0of angles. In addition to this we considered including random treasures which we hoped would add a surprise factor.<\/p>\n

    Protractor<\/h2>\n

    As part of the gameplay we included a protractor tool for players to use. The protractor acts as scaffolding tool which\u00a0players who are struggling would ideally use to more effectively solve problems. We hope in the process gain an appreciation for the measurement tool.<\/p>\n

    \"\"<\/p>\n

    The introduction of the tool required careful consideration of how we would introduce it. On one hand we wanted to introduce it in a friendly not invasive way. On the other we wanted to ensure players knew it was there, and could use it when they felt like it.<\/p>\n

    On our first run through with the protractor implemented was our playtesters not even realizing it was there! Playtesters suggested a more obvious tutorial so we added the tap animation for the protractor tool. On Friday we met with Jessica Hammer<\/a> to discuss the issue of protractor introduction. Her feedback was to introduce it when cognitive load was less, so on a level which was not introducing too much. Level 3 was to be the lucky one!<\/p>\n