Another great time and really got into the flow this episode. Before I knew it an hour had passed!
We started reviewing and reflecting on the sketch model from Episode 3 and then designed a new visual model. This new model really helped shape the first game play move. The first move is critical as it sets the structure and framework for all following moves.
To above sketch shows two game models showing the starting state and one of two first move states – Ring 1 to Tower C. The other potential first move is Ring 1 to Tower B.
True/False variables are used to evaluate if a drop target is occupied or not. In the starting state all variable values are False except for the two occupied positions A4, and A5 which are in the value of True.
Drop target initial object states are initially set to either Normal = N or Hidden = H. All drop targets are set to Hidden except for those occupied by drag items (Rings) and any potential position a drag item (Ring) could be moved. dropA4 and dropA5 drop targets are Normal because they are currently occupied. dropB5 and dropC5 are also Normal because Ring 1 could move to either for the first move.
In the sketch, only one potential move is shown where Ring 1 is moved to Tower C, position C5. Several things need to be adjusted with that single move. First variable A4 is changed from True to False because that position is no longer occupied.
Assessing backward play the drop target, dropA4 object remains in its Normal state because Ring 1 can be moved back. The drop target, dropB5 has no change and remains also in its Normal state.
Next, drop target, dropC4 changes from Hidden to Normal because now that Ring 1 is on drop target, dropC5 I have to accommodate any next ring to be positioned on top regardless if its the correct move or not.
Finally, variable C5 is adjusted from False to True because drop target, dropC5 is now occupied by Ring 1.
Shazam! But wait…there’s more. Or I think there is. This is the part where during sketch design we don’t know what we don’t know until we test the idea. On to Storyline…
Updated from Episode 3, I duplicated the slide and removed rings 3-5. Getting a 2-Ring game to function properly is the MVF – Minimum Viable Functionality. In the screenshot above you’ll see as set of variable references, also know as “listeners” so I can see that variables are changing when they are supposed to.
By the end of the episode I had just about got all the triggers and evaluations in place, but there was a few things that were uncovered not initially known during the sketch design phase.
One concern in particular is my assumption that Hiding drop target object states, Storyline would not recognize them in that state and therefore a drag item dropped onto them would not hold.
I was wrong.
Somehow I need to figure out not to allow a drag item Ring to be dropped on any position above any open position. I’ll study it more in Episode 5.
AUGUST 10, 2017 FACEBOOK LIVE BROADCAST VIDEO:
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Episode 4 – Aug 10, 2017 – YOU ARE HERE