Thursday, 31 March 2011

Research - Existing Examples

This section will look into different games similar to the proposed concept. Two farming simulation games that will be looked at both belong to Zynga and can be played in a range of ways Facebook application, mobile applications and even on its own website (Farmville only).

Farmville

This game is focused on a farm that the user needs to maintain. On the farm, the user acts as the farmer growing crops and tending to animals, all with the end result to harvest the goods from and make a living. When the goods are harvest, be it crop, tree or animal, the user gains money from ‘selling’ the product and also gains experience which when added up allows the user to level up, as well as possibly giving the user a piece of a collection.

Prices of products and the experience gained from them are different depending on the crop, tree or animal. This means that the user can easily level up and earn more money as fast as they like, or they can take it slow. The two paths both have appealing qualities. If the user takes the fast route and chooses the crops that will give them the most experience and money, they can level up quicker and by doing so improve their farm. What this means is that as the user levels up, more becomes available to them; crops, trees, animals, buildings, decoration and expansions all become available the more a user levels up. This gives them a more creative experience with the game, letting them Design their own unique farm that gives them a unique experience. The slow route looks more to the user slowly levelling up slowly, mastering the crops as the user goes. To master a crop, the user needs to grow the crop to a certain amount three times (the amount gets greater with each time). Once the crop is mastered the user gets extra experience and money when they plant that crop again. The user can slowly go through this process and get a sense of achievement from fulfilling these goals. With the use of vehicles, users can speed up the planting, ploughing and harvesting actions it takes to plant and harvest crops as they can do the same task over several spaces unlike having to do it all manually.

To decorate the farm users can purchase decorative items like fences hail bails and ornaments. Some of these decorative items have no real use other than to look pretty. However some do have their uses. Buildings like stables, sties and orchards allow the user to gather one type of animal or several trees (depending on the building) and store so many items of that type. This not only cleans up the farm so that animals are not cluttering the place, but also adds a more farm like feel to the game. Another pro from this is that the user can still harvest from the animals/trees stored and this can be done in one click. When harvesting the user can receive special presents, a baby animal or a ‘unknown’ mysterious tree.

Other than decorating the farm, the user can also work with their neighbours. Neighbours are friends of the user on their Facebook account who have accepted a request to become neighbour farmers. This creates a social aspect for the game and allows the user to build a community of people they know and can all share a common interest. To do this, Zynga have made it possible for users to interact on each other’s farms. A user can visit one of their friends and ‘help’ them out buy tending crops, fertilising crops and animals (buildings like the chicken coop) and sending a gift. Gifts can be sent without having to visit another users farm, there is a tab in the top menu that gives user the option to send gives and to multiple users too. This can come in handy when building a building. The user cannot simply buy a building ready for use (unless they have enough Farmville cash), so they have to collect items like nails and wood to build them. Users can ask their neighbours by sending a message on their wall asking for the supplies.

Users can also work together to fulfil co-op jobs. These jobs set a task of growing several crops to meet a deadline. Each crop in the job will need to be harvested a certain amount of times to complete it. There are several deadlines, all with their own medal of gold, sliver or bronze. The quicker the user completes the job, the higher the medal will be. By working together users can achieve the gold medal easier as long as they harvest the crop by a deadline. Working together is key for this and the user can view status bars letting them know how much of what has been planted, and the same for what has been harvested. Completing tasks will give the users a range of awards from money experience and gifts, but this again depends on the medal earned.


Frontierville 
Frontierville in many respects is similar to Farmville, which isn’t so surprising as the same company produces it. However the idea of the game is rather different. Instead of creating and maintaining a farm, the user needs to develop their ranch. Similar features are the crops, animals, trees and buildings; but there are some differences within these.

The ranch is the area in which the user has to play on. On the ranch there is a wilderness that needs to be cleared. The wilderness includes grass, flowers, thorns, cacti and trees. All take some amount of energy to clear and all come with various rewards depending on what the user is trying to clear. Once a bit of land is cleared, the user can build and place things on this bit of land, allowing them to develop their homestead.

Crops and trees remain very much the same as before in Farmville, the user grows these and then harvests them for money, experience and food (this will be explained later on). The growing phases for trees are different in Fontierville as the user grows them from a sapling unlike Farmville where trees come ready grown. Once harvest the trees revert to the final growing stage before blooming with the fruit again. Crops are different. In Farmville, the user already has a set out bit of land already ploughed and ready to be seeded. In Frontierville, the user goes and buys the crop and places seeded plots on the land. These grow and bloom like in Farmville and are harvested too, however once the crops are harvested, the land become empty again.

Animals hold a different meaning in this game. The user doesn’t harvest from animals like they would in Farmville. The user buys or receives the animal when it is young and need to feed it for it to grow. Each animal has a set time for which it needs to be fed. With each feeding the young animal grows into a adult which can then be sold. When feed the animals, the user receives some rewards, and when the user sells the animal they receive some more.

Rewards come in various shape and sizes depending on where its came from. The two common across the board is money and experience and the only exception to these is buildings. Money and expedience hold the same values that they have in Farmville, allowing the user to possess more items to develop their ranch and the ability to get the rights to buy some of the greater valued items. Other things users can get are food and wood. Theses are both obtained by clearing and selling the appropriate things like trees and animals. Food is used as a currency to get energy that the user needs to carry out tasks like harvesting and feeding. The user has a set amount to begin with, which over time can be replenished. If the user is not patient then they can trade in some food for energy in the Market. Wood is used for construction when it comes to buildings, but it can also be used as a currency in the Market for some goods. Items can also be obtained for collections. These are predefined for what needs to be collected and where from. For example chickens will have their own collection. In each collection the user needs to find five different items from that one product (with chickens as the example the user needs to carry on feeding chickens to get a possible collection reward). Once the collection is complete by obtaining of five items, the user can then trade in the collection for a reward. This reward varies depending on the collection.

The user can purchase building from the Market. There are several types of buildings available ranging from homes to shops and services. The all have their own unique ability to help the user develop their ranch. This can be seen by looking into the building and seeing what can be made in there as well as but collecting bonus’ from all the building which give different things like money, experience and collection items depending on the building.  Once placed the user needs to construct the building. This is done in two ways. First the user needs to physically construct a shell of the building. The user uses some of their energy to ‘whack’ the building into shape, and also some of their wood supply as wood is needed to build the buildings. Once this is complete (the amount of wood and energy needed is different for each building), the user can progress to collecting supplies for the building to complete the build. These items for collecting are again different for each building and often users need to call on their friends in order to collect all the items. These Items can be gifted or given when asked for, but this will be explained later on.

One big difference for this game is the use of missions. Missions play a big role in letting the user up-grade their ranch, sometimes by making things available or by boosting the amount of experience a user gets. These are a very social part of the game, encouraging users to work with their friends so that they can complete the mission. This can be done by asking friends for certain items or by having to visit and complete a task on the friends ranch.  This is not the only social event in the game. It constantly asks for users to help friends and to ask them for help as well. By posting on users Facebook wall, the user asks for different items to help them fulfil a mission or collection. The user can also visit their friends ranches and help them out a little and send gives too, just like in Farmville. This can be a little intrusive at time as you may have your plot designed in a specific way so that you have grass/trees in a certain area but another user may come along and cut these away. So this social ability does have its drawbacks. Otherwise the socialising system is pretty much similar to that in Farmville, but more intense. The user can also send gifts to friends, helping them decorate the ranch; fulfil missions and complete collections.

QR Codes - Research

QR codes were created in 1994 by Denso-Wave. The codes consist of a 2D matrix, which acts as a link between the physical world and that of the Internet. This link is a powerful one, taking the user directly to the intended content be it a text, number or website. QR codes are monochrome codes made from a series of modules used to interpret the data. The modules form a pattern which when scanned, can be scanned from any direction as three markers set the position of the code. What makes this codes better than a bar code is the use of the 2D feature they have, as data can be stored along the code and up the code too. Depending on the data retrieved, the code can be accessed online or offline. Offline retrievals do not require an Internet connection as they are dealt with on the phone itself. Online codes do require an Internet connection, as they need to connect to a URL. Online codes are best for retrieving data to direct people to a website, something which has a lot of data; where as a offline code is best for small amount of text like a number or short text message.

QR codes are becoming popular for advertising in the western world as smart phones with the capability of decoding the QR codes are becoming widely available and allow advertisers to take the user directly to the product. When a user sees a QR code, they can retrieve the data from the code with a mobile smart phone. The phone needs to have a camera built into it and the own also needs to have installed a specialised app, capable of decoding QR codes. When using the app, the user can scan the QR code to retrieve the data it stores.
There are many different websites where people can get QR codes. The one used in the project was http://qrcode.kaywa.com/.

Friday, 25 March 2011

Up-To-Date Development

This past week I have made the app look prettier and more working. The market is fully working with a house, box and fence all placeable, and the market stall for selling goods is also working. I've had problems where some of the movieclip have acted faulty (not layering properly and in the end preventing further development so for some of it), I have had to go back and start from the beginning as such.

Tuesday, 22 March 2011

Almost there

This is the latest development. The images are more impressive than the plain one used before.



Things left too be done are the market where the user sells their produce; some objects in the menu need to be made place-able and the start up plot needs to be created.

Wednesday, 16 March 2011

Development Up-Date


This is the latest video of the development process. Its not perfect - there is some gliches with the animation which I hope to correct soon.

Left to do is the buildings and decorations, then I will be moving onto the final visual look.

Tuesday, 15 March 2011

Development Up-Date


This video demonstrates how far the final coding has come The user can plow and delete the plowed section. What is left to do is the seeding and buildings. Its still using simple images, but the more detailed ones will come towards the end.

Sunday, 13 March 2011

Development Up-Date

In this video, you can see the development of the menu options for using the farm. It has some interaction for placing/sowing items.



There is some things which need to be cleaned up - like the Tasks menu when it replays after the user has been then clicked on the Items menu.

With it being a mobile app, there will be no drag when planting/placing things etc, the drag on here is just to show there will be something there that will have an effect on how things will be placed (as seen in future up-dates).


Next I will be combining my efforts to make a more final look. This will not be the overall final look as a lot of the graphics are basic as I have been working on getting it functioning rather than looking pretty.

Saturday, 12 March 2011

Development Up-Date

So far as you've seen in in the last post I have begun developing the application. I've been spending the past week developing it, and truthfully I haven't gotten as far as I'd have like as I am learning as3 this time round. This latest video shows what I've been able to achieve lately.


Again, you can't actually see the mouse, but what you see is that with the whole thing not in one of the menu modes, the user can move the screen around when touching an empty area of space. When in the menu and selecting the plow tool, the user can the go and start to plow new plots of land. The user cannot move around in this mode.

Problems I feel I may have problems with is the actual planting seeds on new tiles as I am having troubles with arrays.

Sunday, 6 March 2011

Creating the Concept

With this one, I have decided to try scripting in AS3. It's not the prettiest looking thing at the moment (visual designs will be done late) as I have been trying to work out the script.



This video has captured what I managed to do for making the plants work.
Its made with a series of buttons and gotoAndPlay scripting. 


For buttons I've used the code:
movieClip.addEventListener(MouseEvent.CLICK, mouseClick);
function mouseClick(Event:MouseEvent):void{
     gotoAndPlay(frame);
}
Mouse Events used were click and mouse_out.

I also learnt a way of going to the parent timeline as it is not as simple in AS2, the code I used was:
MovieClip(parent).gotoAndPlay(frame);

Friday, 4 March 2011

Concept Development

 This section has a few sketches that I have created over how I would like the app to look.

This sketch is for the layout of the land in the game. The plot is a flat square at a angel and skewed to enable a more 3D appearance. On it the user can place plot of land to farm, trees to harvest, buildings to collect bonus' and develop the and and decorations to let users personalize their land. 





This sketch shows the cycle of trees and plants. The user will receive
a price for the crops collected at the store and experience to help the user level up and receive more benefits in the game like the ability to use new crops and decorations as well as the ability to upgrade buildings.

The stall is where the user sells what they have harvested from the trees and plants. To learn the benefits of Fairtrade, the user can choose who to sell the harvested items to, if it is a Fairtrade buyer who will give a fair price, or a corporate company who wants to get a much produce for the smallest price. The user also get bonus experience here, the amount varies depending on who the user sells the produce to. 


The user starts of with a home, this is a very basic home, giving the user little to admire. The aim with buildings is to use them to get bonus', develop them into better buildings and add more like schools, doctors and shops, all there to help the user develop the area and see how much quicker a farmer can do this when going through Fairtrade.

Developed Concept Idea

Needs Written Out

Tuesday, 1 March 2011

Evaluation

This design has high notes and low notes. The high note is the background concept of getting people involved and looking out Fairtrade products. Fairtrade is a unique charity, and this is a unique approach to introducing Fairtrade to peoples daily lives. By getting people to go out and look for the products, they will be experiencing new places and products which they them may incorporate into their daily lives. This design helps to raise awareness and get people to donate by going out and buying Fairtrade products. By trying new products, people may feel that they can incorporate these products into their lives, generating a constant source of donation.

However, the low note of this design is that it is not all that interesting. The idea of using jigsaws can be boring. Jigsaws can be time consuming and by creating a jigsaw which you have to go on a treasure hunt for can be boring and lead to the user neglecting and ultimately discarding the app. For this reason, the app needs to be developed more. When receiving feedback in the presentations for Collaboration and Professional Association 01, one thing mentioned was to create a mobile game like FarmVille which people could constantly play. This idea had already been thought of, but also discarded almost straight away as it wouldn’t be an original idea. After some thought, and game play on Facebook, however there are several other games like Farmville but not, like FrontierVille which have inspired ideas as to how this could work and not be a copy of FarmVille. Therefore, the app will be developed to a role-playing game with the same thought of going out and exploring Fairtrade.

Storyboard

1. A QR code is scanned. Then the user logs in (if not already).

2. The user receives the piece linked to the code they scanned...

...and a letter from the producer (the user can flit between the two by touching the letter/piece).

3. The user can then go into the puzzle and place the jigsaw piece.

4. Once the piece is placed, the user can then look to see where to find other pieces to complete the puzzle by holding on the empty piece.

5. The user can go to the menu and look at other puzzles.

6. The user can go to other puzzles to view their progress, and place pieces that they didn’t have time to do straight away.

7. Once finished, the user gets to play a mini game and enters a scoreboard. Or they can enter a competition depending on the puzzle.

8. With each complete jigsaw, the user receives one new piece for a final jigsaw.

9. Once they have collected enough pieces and finish the final jigsaw, the user can then enter one last ultimate competition.

Developing The Concept

When creating the original app in final outcome was a flash file. This section will look into the making and development of the original one.

The app will require an additional app for the QR scanner, but these can be gotten from a app market depending on the phone for free. From there the user can scan a QR code on the package of a Fairtrade product. To begin with, several different codes were created, to see the outcomes they have. The first code when scanned the user receives the words “It Works!’.Originally the app was going to have a password to unlock different pieces that the user would get from scanning the OR code.





The next one created was linked to a page on my own website. It had the same effect as the previous code, expect it took the user to the website. This code is now disabled as the web page it was directed to has now been taken down. This one seems more appropriate as a database can be stored on the website so that when one user finds a code, it can be stored and used in the app, rather than having the delay of having to input a code like the previous one.

Once the QR code is scanned, the user will then be asked to log in if they are not already logged in. This is so that the users information is stored for them and doesn’t get mixed with other users information. Once logged in, the user can then view their new jigsaw piece and also a letter from a producer. The letter will give the user an insight to the life of the producer before and after Fairtrade has helped them. After viewing the letter and new piece, the user can then go and place the jigsaw piece in it’s puzzle. There will be several puzzles all dedicated to different products and brands involved with Fairtrade. Once a puzzle is complete, the user can then enter a competition or play a mini game to be entered on a scoreboard.

The process of this can be seen on a blog documenting the progress of making the original design. This can be seen at http://de0966.blogspot.com/.

The Benefits
The benefits of this application are wide. For starters, the app promotes Fair Trade, making even more recognisable as more people learn what it means. It also means that people will be more open to it as it is something they see more of, recognise and decide to try. Another benefit of the app is that it demonstrates the amount of Fair Trade products there are, as well how your regular brand is incorporating Fair Trade into their products. This will eliminate the perceived idea that Fair Trade is expensive. In some cases it may by more than your regular, but in the end it is never that much and the user may be will to switch and become loyal to that new brand. The app is also good for companies who sell the products too as it takes them into account for people looking for different products. This could change where people shop as it is introducing them to places they may never have thought to go and this generates sales for that company.