Interactive
Prototype III – Statement of Delivery
Concept Prototype
This
prototype will explore the concept of a mashup between two classic games, Minesweeper
and Dots. Two players take turns connecting two adjacent dots with horizontal
or vertical lines to form boxes with lines on 4 sides. When a player claims a
box, the corresponding square in the mine grid is revealed, which can be
numbers (that give points, and correspondingly reveal the number of mines in
adjacent squares), or mines, which they lose points upon revealing. Players
click dots using a mouse to create the lines, or can alternatively use the WASD
to select a particular boxed area, and then the arrow keys to select a particular
side of the box (top, left, bottom, right) to draw a line.
Visit my
blog for more details on game rules, prototype testing, and play an early
prototype of the game yourself at http://jasonh-deco2300.blogspot.com.au.
Form of Prototype
From
Prototype II, the prototype is a combination of a digital game with physical
inputs. The digital part of the game, which is mostly the game board, and score
board, is coded in Actionscript 3 (Flash) and played on PC. Additions to the
digital part of the game in Prototype III included the functionality of the
reset button, and also an indication when the game had ended and telling which
player had won the game.
The physical
inputs are controlled using aluminium foil on a square piece of cardboard (held
together with Blu-tack), with 4 central inputs for box selection, and 4 outer
inputs for edge selection. MakeyMakey allows interfacing between the controller
and the game by use of wires and alligator clips, and connecting to the PC via
USB. MakeyMakey is special in that it allows almost anything that conducts even
slightly to be turned into a physical input.
The
MakeyMakey interfacing chip and connecting wires are neatly stored in the box
below the square piece of cardboard.
Changes that
were made between Prototype II, testing of Prototype II and Prototype III to
the physical MakeyMakey controller include replacing the central Blu-tack
inputs with short aluminium strips, two earth ‘ring’s for players to wear to
connect the MakeyMakey to earth via alligator cable, and metal strips that
could be placed to give the impression a player was ‘placing’ a line onto the
game board.
There were
also attempts to make a ‘dark horse’ prototype, by adding the element of cash,
and being able to ‘buy squares in the game, functionality was added to the
digital part of the prototype.
Figure 1: Screenshot of Mines Between the
Lines (MBTL) v1.5 with full keyboard interaction and box selection pointer.
Figure 2: Screenshot of Mines
Between the Lines (MBTL) v1.5a, Dark Horse Prototype, with sprites for cash,
representing money added into the game.
Figures 3-4: Photos of the updated
physical input controller, with ‘edge selecting tool’
For
Prototype III, instead of using a bulky metal ruler or fingers to select the
edges, I custom made aluminium foil strips that roughly match the size of the
square on the face of the controller, to give the players a sense of placing an
edge onto the game board.
Purpose of Prototype
The purpose
of this prototype is to further explore additional features, and playing
multiple games of MBTL with the addition of the reset button and end of game
notification. The dark horse prototype is an experiment to add a new dimension
to the game, in the form of cash as a form of currency used to buy squares.
Testing and Feedback
For testing, users will play through
a game on a 5x5 dotted grid using physical inputs to control the selection of
dots. They will additionally will able to play the game using mouse input and/or
keyboard.
For feedback, it will be provided through
a combination of verbal and written feedback. Participants will be asked to
write down answers to the following questions (which have been improved from
Prototype II):
1. How much do you feel like you are “placing” a line on screen by placing a metal bar onto the edges of
the physical input “box”?
2. Are 8 buttons, 4 for selecting a box, 4 for selecting a side of a box
(a line) too many/too complex?
3. I have considered adding in additional score popups (+1 points, +3
points, “You uncovered a mine!”), as a player takes a turn, to make things
clearer. What do you think of this?
4. What other game controls would you like in the game? (Eg: select grid size,
number of mines etc)
5. [Dark Horse Prototype Only] Earning cash to buy squares is an
important addition to the Dark Horse prototype. Comment on how this affects the
gameplay (eg: another layer of strategy, makes the game unbalanced, makes the
game feel like Monopoly etc.)
6. List any queries you may have about
the game rules, or strategy.
7. Any other questions or comments?
Decisions Made
For
Prototype III, there were several directions I could take my prototype in, and
limitations and time constraints meant that I was not able to fully explore
every option. I could continue my game along the standard route, adding in the
option to flag squares, and other features from Minesweeper and Dots game, or I
could take the Dark Horse prototype route, where I formulated an idea to
replace/complement points in the game with cash that could be used to buy
squares, place mines, steal points and other actions.
Standard
game continuation:
I removed
the ability to take another turn after a player captures a box. During
Prototype II testing it was found to be too confusing, as Player 1 would
accidentally take Player 2’s turn and vice versa.
I decided to
add in the reset and end of game functionality first, as it was relatively
simple to code.
When
deciding on how to code the flagging option, I ran into problems with the
opposing player able to see where the flag was placed and avoiding the square,
when the opposing player could have been about to uncover that square anyway. I
later decided that you could only flag a square if you were going to
immediately claim that box for yourself.
Dark
Horse Prototype:
This
prototype involved being able to earn cash, simply by uncovering lines. Players
would earn $10-$40 for drawing a single line (determined randomly), and could
buy an uncovered square for $100. This means that when that square was
uncovered, they would be able to receive double the usual points for that
square (if 3 points, they now receive 6 points), if they had bought that
square. For squares that had already been bought and uncovered, they had a
chance to steal points from a square by playing $150, which would result in an
opponents claimed square losing its value (a 4 point worth square could be
worth 0 points to the opponent afterwards). This had a chance of failing
however.
I was unable
to implement all these specific rules in my coding, however it would have been
very fun to test out this planned prototype in full.




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