Another productive episode! We finally got to a place to open Articulate Storyline. Woohoo!
First, I promised myself and viewers I would not work on this project after the broadcast. That doesn’t mean I can’t stop thinking about it! I made some notes after Episode 2 so I wouldn’t forget to address in today’s episode.
Some would argue the Story View sketched outline is “working on the project” but it is just my way of making notes. Okay, okay…so I cheated a smidgen.
These notes led the discussion of a mention of something that was bugging me the day before but I couldn’t quite figure out. Turns out I need to address backward game play once the first move is made. Meaning, what if a user returns a ring back to the same spot it was just moved from? How do I allow the opportunity for multiple positions of a of one ring moved and how do I evaluate which position on which tower needs to be activated? I think I have it figured out but may need to test a couple ideas once I get into Storyline.
Pondering backward play opened up yet another question in how do I count the move. If a user moves a ring to a new position, that counts as one move. However, if a user completes the move but then decides to return the same ring back to the position it was just move from, does that also count as one move? Or, is that two moves? It’s not critical to decide now but certainly something I need to think on a bit longer.
That led to opening ProCreate on the iPad Pro and sketching a few more ideas on game play.
I copied over the pseudo code from a Episode 2 sketch and mapped out a new Tower of Hanoi to sketch a new look at game play. At this point I felt a sense of overthinking things and started pondering the notion of adding another set of number variables. It just wasn’t clicking in my brain that the current set of T/F variables was enough to evaluate drop targets. Which drop targets are available for ring placement plus which drop targets are occupied by an existing ring and considered not available? Something to note – when I sketch a question mark while designing it’s my way of not committing to that idea yet (blue notes “Number Var?”)
Next, I reviewed the graphic assets in Adobe Illustrator and explained why height and width dimensions were added (see Episode 2). While in Illustrator I mapped out a quick visual of what the initial Story View (Storyline speak) will look like.
Lastly, I opened Articulate Storyline (Yay!) and set player properties, added variables, inserted graphic assets, and assigned object naming conventions. Got a LOT done!
AUGUST 09, 2017 FACEBOOK LIVE BROADCAST VIDEO:
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Episode 3 – Aug 09 – YOU ARE HERE