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Keith Re: Design for moves and strategies Wed,
June 29, 2011 2:35:43 PM
>
Rub your finger up
> and down the screen. Take your finger off when
> it is on the left side of the screen to choose
> rock, middle=paper, right = scissors.
OK, so the rubbing doesn't really perform any
useful function. You effectively have three
buttons which are not displayed on the screen
so you're being vague about the boundaries
and you're looking for the unpress rather than
the press. I guess you just like the cuteness
of this.
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Jarvis Re: Design for moves and strategies
Wed, June 29, 2011 2:57:34 PM
Well, there is an analogy between rubbing up and down
and the traditional up and down arm motion.
The traditional up and down motion has appeal for some,
but we don't want them to flatten their palm
to choose paper at the end of a downward thrust.
The web version activates upon clicking a radio button.
I'm hoping that rubbing makes you feel better than clicking.
What do I know?
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Keith: Re: Design for moves and strategies
Wed, June 29, 2011 2:46:56 PM
For the computer move strategy, the design should
specify exactly what each of the algorithms is, and
then there's the issue of whether you're going to
explain the algorithms to the user or not. Any
explanation belongs in a help file. You don't
need a help file if you don't explain, as you
can simply have several difficulty levels which
the user can choose. Then they have to guess
about the algorithms if they wish.
In any case. the design should specify exactly
what should be done in the implementation.
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Jarvis: Design for moves and strategies
Wed, June 29, 2011 3:11:56 PM
If count(rock) >count(paper) and count(rock) > count(scissors)
play paper // beat rock
else
If count(paper) > count(rock) and count(rock) > count(scissors)
play scissors // beat paper
else
play rock;
For the low level of difficulty turn the > to <
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Keith: Re: Design for moves and strategies
Wed, June 29, 2011 3:51:56 PM
> There are 9 positions vertically. y axis: 0=top, 8=bottom
> ...
I'm trying to imagine how to explain all this
to the user. Whatever the algorithm, I think
the explanation is not easy.
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Jarvis: Re: Design for moves and strategies
Wed, June 29, 2011 4:10:04 PM
That is for the programmer. You have to explain rubbing to the player in terms of simulating an arm shaking motion by rubbing up and down on the screen. The book, Rock, Paper, Scissors, explains the three-prime shoot thusly, Players pump their arms three (two) times in unison.
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Keith: Re: Design for moves and strategies
Wed, June 29, 2011 4:20:21 PM
> That is for the programmer.
You have a definite tendency to let the programmer
decide various things that I think the design should
specify. I prefer to debug the design before getting
into the coding.
It's fine for the programmer to decide how to explain
things, but the design should specify what is to be
explained, and where, like in help or just onscreen.
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Jarvis: Re: Design for moves and strategies
Wed, June 29, 2011 4:32:54 PM
I meant the programming spec is in terms of nine vertical areas of the screen, not that it is up to the programmer to come up with an explanation. We can probably improve on the explanation of the rubbing. It currently resides in a single XML tag that fills the instructions screen, and I am hoping that changes in the explanation do not impact much work elsewhere.
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Keith: Re: Design for moves and strategies
Wed, June 29, 2011 4:47:17 PM
I'm still unclear about how the user gets started
the very first time. I have noticed several apps
that bring up an "explanation" screen after you
first install it. This could go over the rubbing
concept or anything else that the user needs to
know before starting to play.
You should not bury the explanation somewhere
that the user could miss, like in menu/help.
Most phone experts know to try that, but not
everyone will think of it.
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Jarvis: Re: Design for moves and strategies
Wed, June 29, 2011 5:07:42 PM
I am a minimalist about instructions. If I say too much, they just think it is too complicated.
Some things, if you don't say enough, they just sit there, stuck. So far, I don't think this is one of them. Maybe the instructions should pop up if there is a long delay with the scores all zero.
83 Games answer to Rock, Paper, Scissors
I looked for a longer explanation. None of these games have very lengthly explanations. Here is one that needs some explanation.