#AudioMo Day 11: “All Limbs Matter: A Satire” a topical short story for @RealDonaldTrump and @audiomo listeners

And here’s the text of that story

“All Limbs Matter: A Satire”

“Now the cockerel has got involved.” announced The Dog formally known as Mr Jones’ Dog, Shep, but who had re-identified as Freedom. “…and the Hens are truly revolting!”
“Freedom, I can see you under the now famous ‘Four Legs Good’ sign… Do you think this is yet another sign of just how misguided Old Major truly was, before the advent of our beloved Napoleon?” came a voice from the Animal TV Studio anchor.
“Yes, Moses, I think it does. This is a ‘foul’ protest indeed, but I’ve just heard that our enlightened leader has just tweeted a response to the #wingedlivesmatter movement.”
“That’s right, Freedom. It’s on the screens now…”
————
@realNapoleon
#wingedlivesmatter is just fake. Fake news! As my good friend Mr Whymper says “Wings are every bit as good as legs!”
#alllimbsmatter
—————
“So, back in the studio we have Pinkeye Pig, who is an expert on comparing legs and wings. But first, please text now for our opinion poll, or use the web site animalfarm.tv or our App. Is Napoleon right? Or is he not wrong?”

School sessions!

We’ve just started the first participatory part of our project, which is really exciting. Once the first iteration of the game was ready, we booked in sessions at five local schools to go along and get the input of our “end users” (children aged 7-9) on the game so far. We’ve run sessions at three schools so far, and the feedback has been very interesting and useful.

The sessions have been facilitated by Dr Catherine Purcell, the Principal Investigator, who is a psychologist with lots of experience of running participatory research projects like this one. That’s particularly important, because it’s quite a skill to draw out relevant and constructive information from a group and make sure that everyone’s voice is heard.

A screenshot of the current game – the school is the end point that the children have to navigate to.

The children (whose parents had already signed consent forms to let them take part) were divided into groups of 5-10, and able to play the game on our tablets. This iteration of the game is not fully developed, but it gives a good representation of what the final gameplay will be like: the children use the tablet like a magic portal and have to navigate to a school in the virtual city by crossing roads as safely as possible. After the children played the game, Catherine asked for their feedback on various elements of the game. Where possible, one of the members of our team who is involved in game development went along too, to help make sure that the technological aspects of the discussion were covered and to answer techy questions.

The children have been very eager to help, and have given us some excellent feedback to work with. Some of the things they’ve asked for were already in development for the second iteration of the game, such as harder levels and a points system, but it’s good to know more specifically what the children want. Some of their suggestions are things we hadn’t yet considered, like having a pause button and adding an underpass/subway, which are becoming more common and are of course a safe road crossing place.

One thing we were particularly pleased about was that the children had absolutely no difficulty in understanding how to play the game. This level of intuitiveness is a good sign for us, as we want this game to be play-able and enjoyable for children, as well as teaching them safe road crossing behaviour.

Programming the game: Part 2

Showing the Map of the Level

To avoid a player feeling lost and not knowing where to go, the game will feature a level map. The map is displayed once the player points the device towards the floor. The exact details of the map’s interactivity abilities are not available at this point, however, while at the map screen, the player might be able to change some settings on-the-fly.

Main Menu

The Main Menu that is currently implemented into the game is mostly a placeholder and it will be replaced/improved with the functionality for logging into a user’s account.

Artificial Intelligence for Traffic

AI required a lot of planning and is still a work in progress, however, it is nearly finished. The traffic system is supposed to control all the vehicles in the game as well as traffic lights. Vehicles are intended to react to each other as well as to traffic lights and traffic signs. Naturally, a single vehicle has to be able to detect when the player is in front of it. At the moment, most of these requirements are implemented, with the exception of the traffic lights/signs. This means that a vehicle can accelerate, drive or slow down (when there is another vehicle in front or if it is about to come into a sharp corner). The vehicle can also follow the road as intended by the design of the world.

Dr. Mike Reddy