1 TaleBlazer Documentation HOW TO READ THIS DOCUMENTATION TaleBlazer specific terminology is denoted with italics. Example game functionality which is not intrinsic to the TaleBlazer software is denoted via single quotes. Thus a game designer might configure a Time Machine agent. In this case, Time Machine denotes a specific example of an agent that the designer might create, while agent denotes the TaleBlazer term for an object that the game designer creates on the map. OVERVIEW TaleBlazer is a location-based augmented reality game platform. The term augmented reality means that the game play takes place in a real world context and not merely on a computer screen in a classroom or at home. The game augments the real world context by providing information and game play mechanics that are in some way connected with the player s interaction with the real world. The term location-based means that the connection between the virtual world and the real world is driven by the player s location in the real world as determined by a GPS signal. Playing a TaleBlazer game, therefore, involves walking around in the real world with the TaleBlazer software running on a GPS enabled device. As the player moves around in real space, their GPS location allows them to interact with nearby virtual objects in the TaleBlazer game world using the mobile software. To make a TaleBlazer game, the game designer specifies one or more regions real-world locations where the game takes place. Then the game designer adds agents representing items, characters, or whatever the designer wants to the region. When the player s location comes close enough to the agent s location, the player is said to bump into the agent. When bumping an agent, the agent dashboard comes up by default, displaying the agent s name, description and image. The designer can also specify traits (variables) displayed as a list and actions displayed as a row of buttons on the agent dashboard. A Note on GPS - Using the location-based features of TaleBlazer requires to the game to be played outdoors. Indoor locations do not have access to a valid GPS signal. Outdoor locations can have weak or poor GPS signals, particularly near tall buildings, open areas of water, and in sparsely populated areas. Even under best case conditions, GPS positioning is only accurate to about 3 meters. The game designer can compensate for inaccurate GPS signals by adjusting the bump settings. See the section on Bump Settings later in this document. There are other considerations to keep in mind when designing a location-based game such as pedestrian accessibility/safety, etc. TaleBlazer also supports Indoor regions, which do not require a GPS signal. See the section on Indoor Regions later in this document. More functionality can be achieved by configuring scenarios and roles. Just as the player can interact with the agent via the agent dashboard, the player can also interact with the world dashboard, the player dashboard, and the team dashboard (coming soon to multi-player). Complex game mechanics can be specified by means of a blocks-based programming language TaleBlazer consists of four software components: an online game Editor which allows the designer to create/edit/save games, a game Repository server which stores the games, a multi-player server (currently under development) which maintains a shared game universe for multi-player games, and an installed mobile application which is used to play the games on ios or Android devices. EDITOR SOFTWARE The editor software is used by the game designer to create a TaleBlazer game. Across the top of the page are the tabs that organize the game content and the game control panel. Use the buttons in the control panel to Save or create a New Game. Note that TaleBlazer does not automatically save, so save early, save often! A drop-down from the game control panel allows the game designer to modify the name, image, and description of the game. These settings are visible on the game page when the player chooses to start playing the game.
2 The tabs separate the content into five areas, in more detail below. WORLD The world tab includes all the settings that are relevant to the entire game world: Mobile Tabs The game designer specifies which tabs are visible in the mobile software when the game is played: Game displays meta information about the game itself such as the name, image, and description of the game, the game code, as well as a Leave Game button which closes the game and turns off the GPS. World shows the world dashboard, including name, description, image, as well as world traits and actions. Map shows the current location of the player as an icon on the game map along with the icons for the visible agents. If the player is close enough, as specified by the bump settings, the player can tap on agent icons to bump the agents. Player shows the player dashboard, including the name, description, image, as well as player-specific traits and actions. Clue Code here the player can enter a clue code which allows the player to interact with a clue code agent anytime, anywhere ie regardless of the player s GPS location Heads Up uses the compass and GPS readings of the device to show nearby agents as markers overlaid onto the video camera display. If the player is close enough, as specified by the bump settings, the player can tap on these markers to bump the agents. Inventory shows the contents of the player s inventory History shows a list of agents that the player has previously encountered in the game Log shows a list of all the things the player has done in the game. Settings allows the designer to access debugging functionality such as turning ON tap to visit, and changing the bump radii Multi-player vs. Single Player (Under development) A multi-player game includes multi-player game dynamics and requires the players to have consistent Internet access via a data plan or Wi-Fi signal to communicate with the multi-player server. Players in multi-player games experience a single shared game world in which changes to the virtual world are propagated to all players playing the same game. For example, if one player picks up an agent, then that agent will disappear from the map for all other players. Multi-player features include: Players experience a shared game world. Players can pass objects to each other. Players can engage in real-time in game chat with other players. Players can experience team-based game dynamics which require a team to accomplish goals together. Team-based dynamics are configured by the game designer using the Teams tab and certain team-based blocks in the blocks-based programming language. For example, the team may be required to have certain objects in their collective inventories in order for a new agent to become visible on the map or in order for the players on the team to be able to progress to the next region.
3 Introduction The introduction comes up when the player first starts to play the game. The game designer can use the introduction to orient the player to the game in some way - set up the narrative, give the player a quest, or provide help on how to use the software or how to play this game. Mobile Settings Certain advanced settings for the mobile software can be found here. The game designer can specify which key pad is presented to the player for entering passwords and clue codes, and whether the player must enter a password to show the Settings tab. The TaleBlazer mobile software allows the player to turn on tap to bump via the Settings tab. Tap to bump allows the player to tap on the map icons to visit the agents regardless of the player s location. This is important functionality for the game designer to be able to test their game when not on location. The savvy TaleBlazer mobile user can include the Settings tab for any game by tapping the Show settings checkbox in the About box (accessible by tapping the About button on the Game tab. Savvy game designers can protect this functionality by designating a password so that players cannot turn on the tap to bump setting unless they have the password. Bump Settings These game-wide settings allow the designer to control how hard or easy it is for a player to bump into an agent. The designer specifies Whether bumping into an agent o shows the agent dashboard AND runs the bump script(s) OR o just runs the bump script How close the player must get to the agents in order to bump into them. Whether the agents can be re-bumped o How far the player must get from the agents in order to allow them to be re-bumped o By default, once an agent has been encountered, the player does not re-bump the same agent later in the game. If the re-bump option is checked, then agents can be re-bumped if the player leaves the immediate area and returns. This distance is enforced to prevent the agent from continuously popping up when the player is standing in one place. Whether the agent s map icon is o Hidden on the map o Visible on the map o Only visible when the player is within a specified distance Whether the player can bump the agent by tapping on its map icon in the map view. o Regardless of how far the player is from the player o Only when the player is within a specified distance from the agent Whether the agent s marker in the Heads Up View is o Hidden o Visible o Only visible when the player is within a specified distance Whether the player can bump the agent by tapping on its marker in the Heads Up View. o Regardless of how far the player is from the player o Only when the player is within a specified distance from the agent A Note on GPS Accuracy for very small regions, the imprecise nature of the GPS signal will be more readily apparent to the player. The player icon will appear to jump around erratically and if the bump setting is configured in game coordinates, the players may have a very difficult time getting their player icon to get close enough to the agent icon to bump the agent. Mitigate this issue by either using meters instead of game coordinates and/or by increasing the threshold to allow players to bump into agents when further away. The player may still see their icon jump around
4 erratically, but it won t be as hard to bump into the agents. Alternatively, you can consider including a larger region than absolutely necessary. Agents can be configured individually to behave differently from each other. See Bumping Agents under the Agents section later in this document. Scenarios Scenarios allow the game designer to specify different versions of the same game that the players can pick from when they start the game. For example, the player might be asked to pick between Easy and Hard or between Short and Long or even Start at Main Entrance and Start at Side Entrance. Think of a scenario as a multiple choice question that the player answers at the beginning of the game. The game designer can use the player s answer (ie which scenario they picked) in the game logic (as specified by the blocks-based programming language) at any later point in the game to take into account the player s choice. Actions Actions appear as buttons on a dashboard. Actions can be: Text displays rich formatted text Video plays an uploaded video or (under development) a YouTube video Built-in performs built-in functionality, such as the pick up and drop actions. Script executes a designer created script. See the section on Scripting later in this document. The name, type, contents, and visibility of an action can be changed in the Editor via the relevant Actions box. The name of the action appears as the text on the action button. The visibility of the action determines whether the button will be visible to the player on the relevant dashboard. The designer can also specify the sort order of the buttons across the dashboard. The visibility of an action can also be changed at run-time (during game play) by means of the blocks-based programming language. A Note on Shared Actions the designer cannot choose to share actions among multiple agents, teams or roles. Only the built-in actions are shared. Changing the name of the pick up or drop action will change it for all agents. All other actions appear on the dashboard of only a single agent, team, or role. To change which actions are visible on the dashboard during game play, add one or more hide/show action block(s) for example, under a when player bumps block (to hide/show agent actions) or add one or more hide/show action block(s) under a when player sees player/world/team tab blocks (to hide/show other actions). Traits Traits are variables that the game designer can specify for agents, roles (ie players), teams, and for the world itself. The game designer declares and initializes a trait by pressing the Add Trait button and then using the trait dialog to add a trait to the given object (agent, role, team, world). When adding a trait, the designer specifies the name, the initial value, and the initial visibility of the trait. The visibility of the trait determines whether it will be visible to the player on the relevant dashboard. The name, value, and visibility of a trait can be changed in the Editor via the relevant Traits box, as well as the sort order of the traits. The value and visibility of a trait can also be changed at run-time (during game play) by means of the blocks-based programming language. When creating a new trait the designer must also specify the following attributes of the trait that cannot later be modified: Scope which object(s) can use this trait (not applicable to world traits since there is only one world) - o Common for all objects of the same type (agent, role, or team) o Only for the current object (agent, role, or team)
5 World traits are global settings shared by all players in a game. For example, the designer can use a world trait to specify and display the current temperature in the virtual world, or the DOW Jones Industrial index, or the current level of the terrorist alert. We recommend that all player traits be created as common traits. This will allow you maximum flexibility in accessing the traits from all scripts in your game. A Note on Creating Traits In single-player games, there is no logical difference between world, team, and role traits. Each player has separate instances of all world, team, and role traits. Single player games run independently on each player s device without sharing a game world. However, in a multi-player game, world and team traits are shared among all players in the same world or team respectively because they are part of the same shared game world. For consistency s sake, even in single player games, the designer should create player variables as role traits and game-wide (global) variables as world traits. For example to keep track of the player s score, the game designer should use a role trait and not a world trait. To change which traits are visible on the dashboard during game play, add one or more hide/show trait block(s) under a when player bumps block (to hide/show agent traits) or add one or more hide/show trait block(s) under a when player sees player/game/team tab blocks (to hide/show other traits). Scripts The rest of the page is taken up by the script editor. For more information on scripting, see the section titled Scripting later in this document. MAP On this tab, the game designer specifies a location in the real world where their game will take place. In order to play the game, the player needs to physically be in this location. The TaleBlazer Map tab shows a Google Maps view of the world which can be searched via a search bar. The designer can pan and zoom this view, and then can use the Move Game To Here button to move the game boundaries to the area visible in the map view. Alternatively, the designer can change the game boundaries by clicking and dragging on the blue square markers in the map view or by typing new lat/long values for the boundaries in the property box on the left side of the screen. To prevent the unwary designer from accidentally changing the game boundaries, the map is locked by default once the boundaries have been set. To change the boundaries of the game at any time after this point, unlock the map by unchecking the Lock Map checkbox. The agents are visible in the map view as map icons. The game designer can edit the agents by clicking on them or (if the Lock Agents checkbox is unchecked) can move them by dragging. To keep the agents in their real world location and tweak the boundaries of the map perhaps to include a larger or smaller area or to move the map slightly use the Preserve Agents Lat/Lng setting. To move the entire map to a new place, use the Preserve Agents X/Y setting. The game designer may also want to specify more complex map features: Custom Map By default the mobile software uses the Google Maps API to display the player s position in the real world during the game. This API requires the player to remain within Wi-Fi or cell tower coverage to display the game map properly because the map is updated dynamically during game play as the player moves about the real world. In order to create a game that can be played without a data plan or in an area with poor Wi-Fi and cell tower coverage, the designer can upload a custom map a jpg or png file which is displayed on the background during game play in lieu of the Google Map. A custom map can also be used to show custom details on the map during game play, such as pedestrian paths, enhanced color, historical or geographic data, or even a fictional landscape.
6 How to Capture a Satellite Image of the Game Area On the Map tab, pick the relevant region, then press the Capture Image button in the Map Settings section. The next step is to download the captured image to your local hard disk by right-clicking (or control clicking for the Mac) on it and selecting Save Image As from the context menu. Once you have downloaded the captured image, you can open it in an image editing application and add layers for the buildings and pedestrian paths. You can even add text to give the player instructions. Once you have the desired image, upload it by pressing the Upload Image button. Multiple Regions Multiple regions can be used to define different physical locations in which to play the game, such as two different areas of a school campus. But regions can also be used to create different layouts on the same physical location. The location of a TaleBlazer player or agent is specified by coordinates and by region. The map view on the handheld only shows the players and agents that exist in the same region as the player. For example, you can use multiple regions each mapped to the same real world location to represent different game levels, time periods, or different outcomes for the player s in-game decisions. All players start in the same default region, specified via a checkbox on the Maps tab. There is no automatic way for a player to move from one region to another the game designer must provide a way for the player to change to another region via a move to block in a script. For example, the game designer can create a Time Machine agent that includes a Visit the Future action which calls a script that includes a switch region block. Thus the player can get to the Future region by meeting the Time Machine agent and tapping on the Visit the Future action. For more information on this example specifically and for more information on agents and actions in general, see the section on Agents. Indoor Regions Indoor regions provide a way to include game play in indoor spaces if part of the game will be played indoors out of range of a GPS signal. The software does not detect when the player moves indoors or outdoors. If the player s in game location is set to an outdoor region, the GPS device will continuously attempt to find a signal, even if the player moves to an indoor location in the real world. Likewise regardless of the player s real world location, when a player s in-game location is set to an indoor region via the move to block, the GPS device is turned off and no player icons appear on the map. Instead of bumping into the agents via the GPS signal, the player bumps into agents in an indoor region by tapping on them. Indoor regions are often used with password protected agents to force the players to walk around the physical space. See the section on Password Protected Agents later in this document. AGENTS The game designer creates agents in a region and gives each agent a name, description, and image. The designer can also specify the agent s icon, which is displayed when the agent is visible on the map tab and alongside the agent s name in other places in the mobile software. Settings Clue Codes Agents can be configured to be located as a clue code instead of at a coordinate in a specific region. A clue code agent is bumped when the player types in the correct clue code on the clue code tab. The game designer can use clue codes to implement the same functionality as an audio tour in a museum in which the player searches for signage and then types in a number. Clue code agents can be accessed anytime, anywhere. Password Protection The designer can opt to password protect the dashboard so that the player must enter a password in order to see the traits and actions on the agent s dashboard.
7 A Note on Clue Codes vs. Password Protection Password protection differs from clue codes in the way that the agent is accessed. With a password protected agent, the agent still has a location in the real world and its dashboard comes up automatically when the player bumps into it. The player has an automatic in-game prompt at that physical location that they need a password. For a clue code, the player can enter the clue code to access the agent anytime, anywhere. The game designer must provide the prompt for the player to know when to enter a clue code. Perhaps the introduction tells the player to enter a clue code; perhaps players are told to look for clue codes on signs in the physical world; perhaps an agent in the game tells one player a clue code and they must share it with the other players; perhaps the narrative of the game allows the player to interact with the same clue code agent differently at different points in the game. Excluded Agents Excluded agents are inert and inaccessible by the player. When an agent is excluded, players cannot see the agent, bump the agent, or interact with it. An excluded agent, however, can be referenced by the scripting language. The traits of an excluded agent can still be accessed and/or changed via scripting. An excluded agent can be included via the include agent block; likewise, an included agent can be excluded via the exclude agent block. Bumping Agents When the player encounters or meets an agent in the TaleBlazer software it is called bumping the agent. Bumping an agent can happen in one of five ways: 1. GPS proximity - when the player is close enough to the location of the agent 2. Map icon tap when the player taps on the agent s map icon in the Map view 3. Heads Up tap when the player taps on the agent marker in the Heads Up tab 4. Inventory tap when the player taps on an agent in their inventory tab 5. Clue Code - when the player enters the correct clue code (for clue code agents only) on the clue code tab. When the player bumps the agent, the agent dashboard pops up by default, showing the agent s name, description, image, and visible traits and actions. Note on History the history is meant to provide a way for the player to review information they ve already seen. The player can review the traits of the agent at the time they last visited the agent and can see the text or video actions that were visible when they last saw the agent, but the player cannot see the current values of the traits nor any actions that might change the game play such as built-in actions or script actions. When the player views the agent dashboard via the history tab, the bump script does NOT execute. Bump Settings Certain bump settings can be configured differently for individual agents. By default, each agent is set to use the game-wide settings. To create an agent that can only be seen in Heads Up view, uncheck the Use game settings for that agent, then uncheck Allow GPS proximity to bump this agent, check the Hidden on map checkbox, and check the Visible in Heads Up view radio button and the Allow player to tap to bump checkbox. The agent will not be visible or accessible in the map view, but will be visible and bumpable in the Heads Up view. Actions See the Actions section under the World area earlier in this documentation. Traits See the Traits section under the World area earlier in this documentation.
8 Scripts The rest of the page is taken up by the script editor. For more information on scripting, see the section titled Scripting later in this document. ROLES The game designer can configure a single role for a game, in which case all players experience the same game, or the game designer can configure multiple roles, in which case the game designer can use the scripting language to specify different interactions for players playing different roles. Like an agent, the role can have a name, description, and image associated with it. The player picks the role when starting a single player or joining a multi-player game. Also like an agent, the role can have traits and actions associated with it. During game play, the player can access the role specific functionality via the Player Dashboard which is a tab on the main interface of the mobile software. The Player Dashboard shows the name, description and image for the role along with the visible actions and traits. Actions See the Actions section under the World area earlier in this documentation. Traits See the Traits section under the World area earlier in this documentation. Scripts The rest of the page is taken up by the script editor. For more information on scripting, see the section titled Scripting later in this document. SCRIPTING Please see the tutorials available on the TaleBlazer website for more information on scripting while this section of the documentation is under construction. HOW TO PLAY A GAME Name your game so you will be able to identify it again easily. Then click the Save Game button. On the device, find the game either by logging into your account and tapping on it in the My Games area or enter the game code. Once you have found your game, tap on the Download and Play button. To invite others to play your game, give them the game code.
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ProperSync 1.3 User Manual Rev 1.2 Contents Overview of ProperSync... 3 What is ProperSync... 3 What s new in ProperSync 1.3... 3 Getting Started... 4 Installing ProperSync... 4 Activating ProperSync...
Triggers & Actions 10 CHAPTER Introduction Triggers and actions are the building blocks that you can use to create interactivity and custom features. Once you understand how these building blocks work,
Quick Guide: Free Image and Screen Capture Tools Two free screen capture tools are currently in use by instructors at the University of Maryland: Jing and Screencast- o- Matic. This document provides a
Chapter 7 Managing policies You use the Policies tab in Admin Portal to create policy sets for roles. A policy set lets you configure the following categories of policies: Mobile Device Policies Use to
Mobile Game and App Development the Easy Way Developed and maintained by Pocketeers Limited (http://www.pocketeers.co.uk). For support please visit http://www.appeasymobile.com This document is protected
Distance-Learning Remote Laboratories using LabVIEW Introduction Laboratories, which are found in all engineering and science programs, are an essential part of the education experience. Not only do laboratories
Training A brief overview of your website s content management system () with screenshots. 1 Contents Logging In:...3 Dashboard:...4 Page List / Search Filter:...5 Common Icons:...6 Adding a New Page:...7
Cloud Storage Service User Guide (Web Interface, Android App) Table of Content System Requirements...4 1.1Web Browser... 4 1.2Mobile Apps... 4 Accessing Cloud Storage using a Web Browser... 4 The Web Home
Your Cabrillo YouTube Account: This handout contains instructions for setting up a YouTube Channel using your Cabrillo College Google account. If you have a personal Google account, go ahead and log in
In This Guide Microsoft Access 2010 looks very different, so we created this guide to help you minimize the learning curve. Read on to learn key parts of the new interface, discover free Access 2010 training,
Moderator Guide o m N o v i a T e c h n o l o g i e s 8 5 8 8 K a t y F r e e w a y H o u s t o n, T X 7 7 0 2 4 + 1 2 8 1-5 0 0-4 0 6 5 TABLE OF CONTENTS Room Access -------------------------------------------------------------------------------------------------------------
28 VIRTUAL EXHIBIT Virtual Exhibit (VE) is the instant Web exhibit creation tool for PastPerfect Museum Software. Virtual Exhibit converts selected collection records and images from PastPerfect to HTML
Activity: Using ArcGIS Explorer Requirements You must have ArcGIS Explorer for this activity. Preparation: Download ArcGIS Explorer. The link below will bring you to the ESRI ArcGIS Explorer download page.
User Manual (V2.0) Thank you for purchasing our product. This manual applies to Local Playback software, please read it carefully for the better use of this software. The contents in this manual are subject