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On Target? / Duckshoot

#41

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Posted 24 August 2008 - 01:26 PM

I'll be interested to see this Andrew, especially the 'five shots' and how much time that takes up. (What I mean is - I too am conscious that they want to play a game as well as answer questions and so I wouldn't wish for there to be too many shots using up question time :) But maybe less than five wouldn't do it/them justice -not sure. I know on En Garde when they sword fight to the death with no questions at the end - or even in Penalty shootout when it's a draw at the end and they keep playing for a winner I always feel just a little anxious the head might come in and wonder what the point is...
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#42

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Posted 24 August 2008 - 08:20 PM

Andrew

I'm not too much concerned about the time of the five shots, as they could quickly do this on the interactive white board, much quicker than using the mouse.

The inbetween screen, maybe some roll-up, roll-up sound effects, or just a few bars of music? The game is certainly progressing well and look forward to a RC version.
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#43

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Posted 25 August 2008 - 02:33 PM

I've just been playing the latest version. I think the students will really like this. Perhaps the duck and frog that appear with the questions could be a little slower. I found them a bit off-putting. Also like the idea of being able to shoot the bottles and getting a random 'bonus'. Sound effects worked well. The evil duck and frog made a good groan and the good versions made a painful whelp.

N.B. The version I've just described isn't online yet. We're doing a bit more on it before uploading it sometime later.
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#44

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Posted 27 August 2008 - 02:45 PM

I've been making good progress with the game - I've held off uploading the current version because I wanted to get it finished. However, it has been tricky to find enough time.

Currently I still want to improve / finish

1. Title screens
2. One / Two / Quick Play options
3. SCORM
4. Better handling of questions
5. Check to see when game finished
6. End of game screens

I'll upload an 'in progress' version later today so the progress can be seen.
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#45

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Posted 27 August 2008 - 06:35 PM

Excellent - I think I've cracked the part I wasn't happy with - the transition between questions. Now if a player gets a question incorrect a large 'Wrong' scrolls rapidly across the screen and then a virtual piece of paper flies in from the bottom - this shows the correct answer. The whole thing stops so they have the chance to take in the correct answer - then the good frog zooms in and out as an effective screen wipe.

If they get a question wrong, it just triggers the next question. If they get the question correct, they get to have 5 shots.

This - I think - works really well. A few more tweaks and I'll upload a demo.
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#46

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Posted 27 August 2008 - 07:00 PM

Good! :)
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#47

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Posted 27 August 2008 - 07:14 PM

Give this a try - all the things listed above are still to be done, but I'm very pleased with this now:
http://www.contentgenerator.net/duckshoot/...rget_beta2.html

I've also just noticed that the fix I've introduced to stop the player missing out the last screen e.g. if they are furiously clicking away - has gone a bit too far - you cannot click to play again. If you want to play the game again, just refresh the screen.

Anyway, you've now got the basic game and can see what I've tried to do. Please do share any thoughts.
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#48

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Posted 27 August 2008 - 07:32 PM

Excellent! Tried it twice because I wanted to see what happened when you got questions wrong - love the frog jumping out at you! Also like the sound effects! Still hopeless at the shooting but that's just me not the game - pupils will be much better.I can hear them now echoing 'are you ready....'
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#49

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Posted 27 August 2008 - 09:32 PM

I've already coded the skill levels into the game, just not setup the selection screen. With the skill levels in place, you get 3 options:

Easy > only 'evil' ducks and frogs shown
Standard > mixture of ducks & frogs, but mostly 'evil' ones shown
Tricky > what it is currently set to - randomly changing ducks and frogs that can change very rapidly indeed

I am very pleased with the actions when you get a question incorrect now - the way the box flies into view and is then wiped out by the zooming frog. I did think about adding this effect in further for a correct answer - e.g. the frog / duck zooming in and out to act as a transition between a correct question and the main game. However, I think that might be over the top.

If I get the chance, I'll update the choice screens and setup the options, hopefully including 2 player, later this evening.
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#50

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Posted 28 August 2008 - 01:33 AM

Quote

I am very pleased with the actions when you get a question incorrect now - the way the box flies into view and is then wiped out by the zooming frog. I did think about adding this effect in further for a correct answer - e.g. the frog / duck zooming in and out to act as a transition between a correct question and the main game. However, I think that might be over the top.


Loving the new sound effects - especially the one when you get the question wrong. Very effective! The zooming in box that appears with the correct answer is good. Have you noticed that if you get a lot of answers wrong in quick succession then you get a bit of an echo effect on the wah-wah tune?

This game will work well on a Smartboard - especially mine - so get it done quickly please :)
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#51

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Posted 28 August 2008 - 08:51 AM

Andrew

I think this game is ecxellent. It works really well on the Interactive Whiteboard and the pupils love the sound effects, they don't know much about the background to Moodle, but can certainly shoot the ducks and frogs!!

Is there no sound effect for getting the answer correct?

It just gets better and better.....
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#52

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Posted 28 August 2008 - 11:54 AM

There will most certainly be sound effects when you get the answer - correct - I just haven't added it in yet.

On the options screen I also plan to have about six different sound effects, so when the man says "Are you ready?" this will randomly change between a variety of build up voiceovers.

Thanks for the positive comments :)
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#53

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Posted 28 August 2008 - 03:29 PM

I've just updated the latest beta with the sound effect for a correct answer and you can start to see how I'm setting up the main game options screen.

http://www.contentgenerator.net/duckshoot/...rget_beta2.html
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#54

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Posted 31 August 2008 - 08:30 PM

As part of the new term preparations I've put together an On Target game for Year 7 students to play in their first lesson of term: http://www.nwvle.net...view.php?id=112

See how you get on :)
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#55

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Posted 01 September 2008 - 06:08 AM

very good - learned a bit about your school too :)
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#56

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Posted 04 September 2008 - 02:23 PM

I was just using the game as the plenary for my students - they were brilliant with it. 3 found a way to cheat by continually clicking each answer - if it comes up wrong, they quickly clicked on another, until it came up correct. Another one of the students then found that he could type in the number of ducks he had got. Amazing testing skills!

They seemed to like anyway :)
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#57

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Posted 04 September 2008 - 08:45 PM

Andrew

It is truely amazing what the pupils will come up with. Things that you didn't know could be done to the program. Your pupils are really fantastic testers and great to see that they enjoyed the game.
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#58

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Posted 28 December 2008 - 05:45 PM

I just went back to this game as I'm trying to get a finished beta ready for testing. I briefly forgot you are meant to target the nasty ducks / frogs. I'm thinking it might be worth building in an instructions screen when you start playing.

Overall though, the game looks really good - I'm going to try and make a few presentational improvements but will hopefully have a beta version out in the near future. Setting up the two player game will take longer. I'll update this further as soon as I can.
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#59

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Posted 29 December 2008 - 10:17 PM

Completed some further work on this now - trying to add coding within the main game to introduce the 'bottle bonus'. When you take a risk and shoot a bottle within the game you'll qualify for a bonus. I've also fixed the errors noted in the previous demo.

However, not all will be positive. I'm thinking of:

1. 10 seconds 'free shooting'
2. Reload ammo (5 shots)
3. Double ammo (10 shots)
4. Lose all ammo but 1 (i.e. you have one shot left)
5. Wipe out - all ducks & frogs turn evil & get killed
6. + not sure yet...

Planned - but not possible:
Controls reverse - wanted, but would only work via the mouse - as this game is seriously whiteboard friendly I'll not be able to introduce this - as even reversing the controls won't have an effect
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#60

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Posted 30 December 2008 - 01:37 PM

I've been tweaking and hopefully improving the main title page for the game now. I want to make the most of the graphics and I think something like this will do the trick:

Attached Image: monthly_12_2008/post-1-1230644248.png
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