Design Manual 1. Overview Space Adventures is a first person adventure game to be played in a classroom under teacher supervision and takes place on the space station Medulla. The player must complete the unfinished astronomy experiments left there after the disappearance of the Medulla’s creator and only inhabitant, Delbert McKloo. Ground Control needs to gather all the results from the unfinished astronomy experiments before the now abandoned Medulla is closed down. These results help Ground Control send up clues as how to unlock doors so the player can progress and try to solve the mystery of the disappearance of Delbert McKloo. The game is one of reflective thinking, solving problems and finding clues. Occasionally however, the player must for example quickly target an encroaching asteroid for closer analysis or skillfully unlock a door to get further into the game. At times the players will step away from the computers to have in-class discussions concerning the problems at hand where the teacher will act as the Earth bound Ground Control commander (imagined to be via a video conference). Compared to traditional adventure games, Space Adventures will have a strong focus on the player learning lessons about astronomy, in both written and oral form, integrated into the gameplay. The only way to get clues for how to unlock the doors that separate the different rooms of the Medulla is by sending the results of the astronomy experiments to Ground Control who can then break the operating manual left by McKloo himself. 2. Backstory As designer of the space station Medulla and founder of the astronomical discovery program Space Adventures, Delbert McKloo is a wanted man. The soul astronaut controlling and maintaining the Medulla has been missing for over a week. His sudden disappearance and general unpredictable behaviour of late, means that the Medulla will have to be closed down. The player is part of a chosen investigative team of astronauts from around the globe that has been assembled to go on a mission to collect all the findings left onboard the Medulla and to ultimately find Delbert McKloo himself. Delbert McKloo has always been a bit of an absent minded professor type. In the past, he would rocket up to the Medulla 4 times a year making observations and regularly reporting his finding back to Ground Control. These findings have made the Medulla and Delbert McKloo an invaluable resource for humankind. However, after Delbert’s wife left him he began spending more and more time in the space station. Now he finds himself up there 365 days a year tinkering with the station’s mechanisms and reporting his various findings back to earth. Ground Control thinks he is becoming unreliable and after his disappearance, they want to finally close down the Medulla and this will therefore be the final mission. Unfortunately the contacts at Ground Control do not know the inner workings of the Medulla, but are slowly getting an understanding of its mechanisms from an early manual they found designed by McKloo himself. As the player completes and sends back the research results, Ground Control will use it to make sense of the Delbert’s manual and will send up clues to help the player unlock the doors between the different compartments and anything else that might help them solve the mystery of the disappeared McKloo. Look and feel The space station Medulla has somewhat of a cartoon look. The cartoon art style means the space station will not represent a realistic space station – this is a ‘fun space station’ as oppose to a real space station. The main view is that of a room in the space station: full of knobs, gauges, screens and levers and each mission takes place in a different room within the Medulla. While you cannot spatially move around in the room, you can delve into the plethora of knobs buttons and levers of the Medulla’s instrument panel. The user test from our alpha version showed this style to be very engaging and means the universe and its logic will be somewhere between reality and fiction. Camera View In the game, the player will see the section of the spaceship that pertains to the chosen mission. The camera always shows the scene in first person. During full motion video (FMV) scenes, the view will be through the protagonist’s eyes walking down a corridor for example. To give these FMVs, which are the only time the playing is “moving about” the Medulla, an atmosphere of entering unknown terrain, the camera will be of a handheld style, shaking as if it is the protagonist himself walking through these corridors. At all times during the playing of a mission, the camera will be fixed on the scene (here meaning what you see on the particular level). 3. General Game Progression Game progress overview An overview of Space Adventures progression is shown in Illustration XX. The student types in the URL for Space Adventures and a window opens. This window will contain the backstory telling the player that he must answer the different missions’ logbook questions to progress in the game (Intro). At the bottom there is a “Go to Medulla” button (figure XX Mission Assignment above). After pressing this, the player watches an animation of a spaceship taking off and docking on the Medulla (figure xx). He must then login in. After log in is a picture of a door (Mission Selection). Beside the door is selection-panel where the player can chose which research compartments to enter (Asteroids, Life in Space, Gravity or Rockets). (figureXX) The player enters the chosen research compartments and the mission is played. (See General Mission Progression) After each particular mission puzzle has been solved, the player is once again confronted with the door (Mission Selection) that will show the previous mission as completed. (figureXX again above) As the player moves from level to level the screen shots shift between an exterior shot of the medulla showing the elevator light moving and the interior of the elevator as its moving up or down. When the elevator reaches the selected level, the door opens slightly revealing only a glimpse of the room and then the screen shot changes to the mission scene and the mission is played. Each completed mission activates a particular level button in the elevator. If all missions are complete, all buttons will be up. Press all buttons down and the elevator will take the player to the top level where he might find McKloo. When the elevator doors open he finds himself in a room with three new doors. (figure xx). Here he must choose which of the doors he thinks Delbert is behind to finish the game. 4. The Mission Delbert McKloo first began working on his space station, the Medulla, to specialize in the understanding of the effects of gravity, to monitor and study asteroids and potential meteors, to study the effects of a variety of rocket designs, and to conduct research on life in space. Therefore the Medulla has 4 central research compartments, one that specializes in each of the four areas as well as 3 practical compartments: an engine room, a kitchen and a bathroom. Each research compartment contains one of Delbert’s Logbooks where he would write in all his incomplete projects and research questions. General Mission Progression Each mission takes place in one of the Medulla’s research compartments that are connected through a series of stops on the elevator. The student can choose which level he wants to go to except for the last one, but once he enters the room he is committed to that level. As a student enters a compartment, the elevator door shuts and locks behind him (figure xx). The mission objective is to find clues that will help him unlock the elevator door to get back into the elevator and continue searching for McKloo. Once he re-enters the elevator, he finds that the level button is raised and active with a new sign saying “mission complete”. His map has the letter “C” over the level meaning “completed”. In-Game GUI (Logbook, Interactive Screen, Control Unit) During the game, the screen will be filled out with the level scene. However, elements can overlay this level scene in order to provide the player with the information needed to solve puzzles, answer questions or watch animations. The screen is basically split into three sections: 1, 2 and 3 (Figure XX). These elements can be pulled in and out of the screen through the main navigation. Section 1/Logbook: In the left hand side of the screen is the Logbook. The Logbook is used to preset mission briefs, written material and a section with questions which the student can enter answers for directly into the Logbook i.e. it has texteditor capabilities. The Logbook will have a navigation function with links. This will bring the students to a page which links to the different sections of the Logbook (mission briefs, written material and text-editor). At the bottom of the page there is a “flip page” function that lets the player flip through the Logbook pages one page at a time. The writing style of the Logbook will be first person with a touch of humor as written by McKloo. For a more comprehensive description of the Logbook and its global features, see section Workspace. Section 2/Interactive Screen: In the upper right side of scene is an Interactive Screen. This screen can be pulled down to view animations or to play puzzles. This is therefore the section that has the player is most prominently engaged in experiential cognition. It is also in this section that the player will need to use keyboard stokes to issue commands. As animations and puzzles might demand different sized screens to be displayed, the screen size will vary from puzzle to puzzle and animation to animation. Section 3/Command Unit: This unit serves as a form of command center where the player can issue the necessary commands for the game interface as well as the save-function. The universal commands for all missions are: save, exit, toggle Logbook, and toggle Interactive Screen. Besides these commands, the unit also displays messages through the Message Center from Ground Control on Earth. Ground Control is where the players get incoming messages, questions and clues. These could be in the form of “On page 123 of the Instruction Manual it says you can press the red button under the Logbook twice and the pull the lever beside it. This may open a hidden section.” These messages are therefore a way to embed the story within the progress of the game – in-game storytelling. 5. About Puzzles McKloo has fitted each elevator door with a different and mysterious trap lock that locks the door after entering (figure xx). However, each compartment also contains little cabinets that hold “tools” which are needed to open up the door. These door puzzles are what determines the progression of the game. In this way, missions are separated from each other by a puzzle that must be solved to move on to the next mission that eventually leads towards solving the mystery of McKloo’s disappearing. 6. About Clues There are two forms of clues in Space Adventures, mission clues and game clues. Solving mission clues lead to the discovery of “tools” embedded in each compartment and to release that particular level button. The tools are needed in order to solve the puzzle (helping to reopen the elevator door) at the end of each mission. Mission clues are thus needed to progress further into the game. Game clues on the other hand are clues that help you solve the disappearance of Delbert McKloo. These are distributed throughout all the missions and are needed for the final puzzle (deciding which door McKloo is behind). Finding Mission Clues Mission clues primarily come from Ground Control who are trying to decode McKloo’s manual on Earth. They need the final research results from the player in order to do this, i.e. answer a question and a clue will be given. Mission clues will revolve around hidden combinations for using the buttons, switches and levers on the compartment panel. When pushed and pulled in the right combination, they open op a cabinet that contains a “tool” to be used for the mission puzzle. Mission clues are given as a result of answering questions in the logbook. Delbert’s logbook will demand the player to give both qualitative and quantitative answers and clues can be given for both types of answers. For quantitative questions, the clue could be a blinking button or a moving lever. The player would then know that this is needed to open the cabinet. For qualitative questions, the answer would be given from Ground Control through the Control Unit. This could be a clue as to how the known buttons and switches should be combined in order to open the compartment1. Mission puzzle (re-opening the elevator door) After having gathered all the clues, the player will have answered all the questions in the logbook, obtained the tools and released the level button in the elevator. Now he can move on to the mission puzzle. The mission puzzle is to crack the lock on the elevator door. (figure xx) This could be a lock-pick puzzle where the player must wedge two different picks into the lock to open it or it could be in the form of a number combination that must be punched into an electronic device.The numbers gathered through the mission, mission clues, will have to be combined in order to enter the right number combination. Upon opening the door and 1 For more see section on Workspace going into the elevator, the player notices the level button is raised. Finding Game clues After having solved a mission puzzle, Ground Control will give the player a clue that can help him locate Delbert McKloo. This clue may appear in the elevator on the top level screen and could be something like “It’s a long, long way to Tipparary”. When the player has finished all four missions, he will therefore have 4 game clues to help pick which of the last three compartments to look for Delbert in. Game Puzzle After all four missions have been completed, all 4 level buttons in the elevator will be up and activated and the player can advance to the final scenes where he must choose between 4 doors: the engine room, the kitchen or the bathroom. The player now has to make the decision as to which of the rooms Delbert is in. The player can actually choose the 2 wrong doors first. Eventually he will open the kitchen door (the correct door). Although Delbert is not there, he is seen on a fuzzy TV screen transmitted from a distant planet. He has his arm happily around sexy tentacle woman and obviously has no intention of returning to the Medulla. If his door was not chosen first, he will pity the player and tell him he could work as a crew member until his skills are a bit better. If his door was chosen first he will congratulate the player saying that he learned all he needs to know about the Medulla and is qualified to take over as its new captain and or commanders (if there are several in the group). 7. Workspace The workspace is a very important part of learning element of Space Adventures as it is where the class teacher can read and give comments to student’s answers to the logbook questions. It is what defines the structured communication in our definition of teaching. What we have called the logbook is the student’s workspace. This is where the student writes and submits answers. The teacher’s workspace is where the teacher can see all students as well as when and what the student’s have submitted for each question. Furthermore, the teacher can comment on these answers that will then appear in the student’s workspace. Teacher’s workspace The teacher’s workspace has several different functions: Assigning login id’s for students Grouping ids (students) into groups/countries Viewing a student’s submitted work Commenting on a student’s submitted work Administering mission clues Assigning Login ids and Groups Before the actual game can begin, the teacher must create a login for each student and join the different students together in groups (Figure XX). The teacher has her own ID and each time she submits a student by including his Name, ID Name and group, the teacher will be able to se the students when they login in with these names. Viewing a student’s submitted work Each student deals with all quantitative answers through the AI unit (meaning the results are pre-programmed and seen immediately) while the teacher can go in and view all submitted qualitative answers. Every student that has been registered by the teacher can be viewed individually (Figure XX). Each student is viewed by real name, id name and the amount of submitted questions and how many of these answers the teacher has commented. Each student name functions like a hyperlink. By pressing the name, the teacher can view the submitted work of each student (Figure XX). The name and group ID appears at the top of the individual students page along with all submitted answers and an overview of which answers has not been submitted. After reading through the student’s material, the teacher can use the Add Comment button to send a comment to an answer submitted by a student. Commenting on a student’s submitted work In the Add Comment environment, the student’s answer functions like a text editor (Figure XX). The teacher can write directly into the text, adding comments as well as hyperlinks (which appear in red). When viewed by a student, these hyperlinks open up specific pages in the logbook. In this way, the teacher has the possibility to link possible misunderstandings or certain topics that need expansion to specific pages in the student’s logbook. Whenever a teacher has submitted a comment, a student is informed through his Command Unit. Student’s Workspace The student’s workspace is integrated into the Games GUI. While there are several different aspects and “areas” of Space Adventures that could be called workspace like the interactive screen or the group discussions, we only refer the student’s workspace to the logbook. This is because this is the only place where the student is in individual contact with the teacher and the most potent place for structured communication. As mentioned in the In-Game GUI section, the logbook contains a variety of functions. It is possible to view the content page-by-page or section-by-section through the main navigation that is linked from all pages of the logbook. A student can read background material with pictures and illustrations, answer specific questions and link directly to an interactive game or animation. Questions There is a link from the main navigation of the logbook to an overview of the questions that must be answered for a particular mission (Figure XX). Questions will pertain to specific background material either in the form of certain sections in the logbook that must be read and/or to a game/animation that must be played/viewed to answer the question. Each question functions as a hyperlink. By bringing the mouse over a question and pressing it, the logbook is flipped to a new page where a student can write an answer to the posed question. However, specific parts of the question can also serve as hyperlinks (shown in blue). By pressing these specific parts, the student is brought to the relevant section of the background material, game or animation. <drawing above should have 3 question marks (???) as answer link. Frequency game should also be a link that opens the interactive screen> Answers When a student is ready to answer the question he presses the triple question mark link that takes him to an answer page. That page has the question at the top and a space to write the answer below. To support an immersive effect, the answer page should be of the same size maybe, but a different device like a transmitter that establishes communication with Ground Control. Here Ground Control sends possible help to solve the questions. Quantitative answers are written directly below the questions and fielded by the AI unit with immediate response. The Discussion At least once per mission the students will be summonsed by Ground Control to have a group discussion about a topic of “utmost importance”. It is likely to be a question that ties in all the ideas and questions presented during the mission. At this point each member of the team clicks on a particular screen in the mission scene. The scene changes to show a large drop down video-teleconference screen. On the screen is the leader of Ground Control standing with a couple co-workers and with the Ground Control room behind them. At this point the group goes away from the computers and has a (private) discussion with the teacher concerning the topic. When the teacher is happy with the discussion, the video conference screen can be deactivated from the teacher’s workspace. When the screen goes up, the level button in the elevator is activated and the student is left to unlock the elevator door. 8. Mission example The player is given an id and password from his teacher. He enters the Space Adventures URL and comes to the “abandoned” website showing the games mission and purpose as described above. He presses the “Go to the Medulla” button and watches the rocket take off and land on the medulla. Here he logs in. An elevator door opens. He is then presented with a choice of missions. After choosing the mission “Asteroids” the elevator (shifting between interior and exterior views) goes up to the asteroid level the door opens and he is standing in the asteroids room. The logbook is protruding from the right hand side with the directions of the mission on its top page and inner logbook navigation down its side (not shown here). From the bottom left of the screen a light is flashing from a slightly protruding unit. Upon pressing the blinking light, the command unit slides up with a command from Ground Control. “Have you found some questions in the logbook yet?” In the navigation is a link called “questions”. Clicking it advances the logbook to a list of questions. Example questions from the Logbook: 1.) What is the average time in years between these 4 asteroids sightings: 1923, 1945, 1976, and 1999??? 2.) Which meteor hit the earth in 1919??? 3.) How big is the asteroid approaching earth seen here in the <target lock game>??? 4.) After studying section1 and section 2 do you think it is common that objects collide in the solar system? … … … 10.) What is the difference between an asteroid and a meteor? Upon writing the number “32” in the space below the first question a button lights up and the player can press it. Upon answering the second question in a like manner, a lever suddenly lights up. Approaching the third question, the player clicks on the link “target lock game” and the Interactive Screen slides into view. On the screen are the words “INCOMING METEOR!! Get a target lock”. Beside the words are the symbols for each of the arrow keys indicating how to operate the crosshairs of the target lock. The player notices that the words “Get a target lock” are in the form of button and clicks it. A few seconds later a meteor is seen flying across the screen. The player skillfully gets a target lock on the incoming meteor and reads the text that shows up beside it. Here he sees its dynamic position and speed as well as its size and the material that it is made of. When he loses target lock, the information goes away. He remembers the size and closes the screen. He then writes the size below the answer. Immediately a control knob is lit and activated. The player then goes to question 4. Upon answering this qualitative question, the teacher (Ground Control) sees it in the Teacher’s Workspace. After a short review, the teacher finds it acceptable and pushes a “accept” button. A message from Ground Control shows up to the player. It says “Your work up there has really been a help for us translating McKloo’s manual. It appears that if you push button 3 two times, flip lever G up and then turn the control knob to 15, something should happen.” The student does so and a compartment pops open revealing a lock pick. Clicking on the pick it disappears and is shown graphically to be in the player’s pocket. The student tries to click on the elevator door (not shown in above scene), but a message field next to the door says: “still need another pick”. He continues answering questions in a like manner. At one point, Ground Control sends a message. “Its time for a video conference with your group, please go to the teleconferencing screen. We have to discuss a very important subject. Which do you think is more worth worrying about: a 1KM asteroid or a 50m asteroid? Why???” The player clicks on a small screen that says “teleconference” and a full size screen drops in front of the entire scene and is impossible to close. On the screen is a static representation of the members of Ground Control with the control room behind them. The player steps away from the computer and meets with his group to discuss the question. The group discusses the question and then all groups meet with the teacher. A representative from each group formally gives details as to how they would approach the problem from a professional perspective. After a short while the discussion is accepted and the teacher presses an “accept” button releasing the teleconference screens. At this point the player only answers one more question, which gives him his last clue and he opens another compartment. Pick 2 is there. He clicks it and then clicks on the elevator door. Suddenly he is standing in front of the door and the lock. Clicking the lock a puzzle emerges where he must skillfully insert the 2 picks in the right manner. He does so and the elevator door opens up. He clicks between the opening doors and he is back in the elevator facing his choices of levels again. There is a message (a game clue) in the bottom screen that says: “There are no TVs in the Engine Room”. On the level panel, the asteroids level is marked “Mission Completed” and the button below the screen is raised and activated. He can press on the button, but it only goes down and back up again and the bottom screen says “the following missions must be completed before accessing this level: Level 2- Extraterrestrial life, Level 3- Rockets, Level 4- Gravity.” The student instead picks level 4- Gravity and continues on his adventure. After completing all the missions, the player advances to the main level where he must choose between 3 doors. He gathers all 4 of his game clues and decides to choose the Kitchen. The door opens and the scene switches over to the Kitchen scene. It is a messy space kitchen with a prominent large TV hanging from the ceiling. On it is a live telecast of Delbert McKloo broadcasting from a remote planet. His arm is around a VERY ATTRACTIVE tentacle woman. He seems satisfied. He says “HA HA!! I have taught you well! You have solved my problems and have learned to control my lovely Medulla. You are now capable of taking over the ship. Here is to you CAPTAIN! Tell my friends at Ground Control that they need not continue looking for me. They will never find me. Those hypotheses I’ve been making about life on other planets however…. you may report that they are all true. HA HA HA HA HA!” The screen gets fuzzy and goes blank. Game Over. The player has won!