Posted On: Fri 28 June 2013
This blog post is meant to supplement my inability to attend debrief yesterday (Thursday June 28th) due to me being unable to connect to an internet connection. Old Buisness ACTION: brush ask for some badges to test with nope ACTION: brush make some circles with new inkscape skills to play with done ACTION: brush get Sash onto the xo nope ACTION: brush ping #sugar about saving whole files into DSObject pinged, no response, found how to link the files correctly on my own. ACTION: brush ...
Posted On: Thu 27 June 2013
Well this is troubling. Since I've taken on the task of understanding how the journal works in the OLPC XO laptops, I have learned a great deal of information regarding the sugar datastore. HOWEVER, as I claim more and more knowledge for myself, I keep finding myself at points where I cannot physically progress my understand because the only documented information about datastore is contained within this single document. Its a 1 to 1 ratio, ...
Posted On: Thu 27 June 2013
Posted On: Thu 27 June 2013
The team, Stephen Jacobs, and myself began talking about creating a more dynamic feel to the game. What I mean by this is making the game feel like anybody can be able to customize what kind of the stand they actually want. For example, maybe somebody would want a hamburger stand or even an ice cream stand. To show this dynamic and customized version of the game, we will be able to load in different sets of images and ingredients to the game with a simple click of the button or simply adding in ...
Posted On: Thu 27 June 2013
I finished all of the finishing touches to the first version of the new UI including a menu screen, difficulty screen, a tutorial of a short slide of images, and the challenge mode which caps the playing time after summer is over. For now, we defined summer as 90 days and after that the user will be taken back to the main menu to play again if they please. I spent more of the morning typing up descriptions for each tutorial screen hoping that I was descriptive enough so that after children go t ...
Posted On: Thu 27 June 2013
So DAWacker found out why the events weren't showing up after five days had passed. It wasn't working because I was using the variable's name when checking how many days had passed when I should have been using the property's name. He the decided to fix it himself and in the process of fixing that he decided to completely rewrite a helper function that I had written and was still in the middle of testing, which prevented me from continuing working on my ticket. So I spent the morning looking at ...
Posted On: Thu 27 June 2013
Our valiant leader was unable to be with us in person but he was with us in spirit and irc. But the one and only threebean stepped up to the plate and taught the humble Lemonade Stand team how to use gitflow so that we may be more efficient at collaberating on large projects. What I had worked on was learning how to build a sugar activity on to an XO because I had never done that myself personally. I needed to do this because the resolution of Lemonade Stand was mad ...
Posted On: Wed 26 June 2013
Today I finished up some of our new menu features. In collaboration with the new tutorial screen I implemented, I added text info for each window explaining what each screens represents and what you will be doing in each one. My hope or goal is to present the new version of the game to children and not give any verbal instructions and have them navigate through the new interface and explore the tutorial and learn how to play just from that. Next task is get some kids for playtesting! ...
Posted On: Tue 25 June 2013
Posted On: Mon 24 June 2013
Today was another productive day here at the FOSS. I added a bunch of new creative events which was fun. Then I changed the events so that it gave a little breathing room to get the game started before the events started raining down to make impossible a little more playable. Then I spent some time playing around with the changes to the events to see if I could polish them out and make the game a little more balanced. I'm going to keep working on that for now but to keep the project productive I ...