Food Force 2: Difference between revisions

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(Design consideration)
(notes.)
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Here are some of the constraints that need to be considered:
Here are some of the constraints that need to be considered:


* The OLPC laptop is a relatively slow machine (by modern standards) with limited storage space -- video is pretty much out of the question.
* The OLPC laptop is a comparatively slow machine (by modern standards, but not by the standards when FF1 first came out :) and we want to limit storage space for widely-distributed activities -- so video should be limited and reserved for situations that require it. Video could be preserved in animated slides preserving audio.
* Any language in the game must be translatable -- thus, sound and video containing language would need to be translated (and would then take up correspondingly more space, which there isn't much of). Consequently, audio will generally want to be limited to sound effects with no speech.
* Any language in the game must be translatable -- thus, sound and text associaed with an image or video, should be available separately for localization. A single instance of an activity need not contain material for all languages. However, an ideal game would function without speech, and with only sound effects. Speech could be available as a downlodable add-on in the target language.
* Short time frame -- delivery in early fall
* Short time frame -- delivery in early fall
* Python/Pygame development environment
* Python/Pygame development environment


Several of us at OLPC looked at the existing game with Muriel and talked about how to structure a game that we felt could be completed in the time available. It's not exactly a port, but it would reuse the same design structure and story and gameplay.
Several of us at OLPC looked at the existing game with Muriel and talked about how to structure a game that we felt could be completed in the time available. It's not exactly a port, but it would reuse the same design structure, story and gameplay -- and target the same goals of educating its audience (where possible, for the core audience of the laptops; itself slightly different from the original audience).

WFP should comment on whether such a game actually meets their needs.

Revision as of 04:35, 17 July 2007


Food Force was one of the first "serious games" produced, describing the work of members of the World Food Program and some of the situations they experience in their work around the world. When it was released, there was an entire campaign around it, including badges and banners linking to it from other sites.

A version of the Food Force game, currently only available on Windows and Mac platforms, is being considered for the XO.

External links

Food-Force.com

Design considerations

The existing game is built in Macromedia Director and has a very large amount of video, 3D animation, and voice acting. It's too big to run on the laptop (over 200 MB download), which is why a rewrite is being considered.

Here are some of the constraints that need to be considered:

  • The OLPC laptop is a comparatively slow machine (by modern standards, but not by the standards when FF1 first came out :) and we want to limit storage space for widely-distributed activities -- so video should be limited and reserved for situations that require it. Video could be preserved in animated slides preserving audio.
  • Any language in the game must be translatable -- thus, sound and text associaed with an image or video, should be available separately for localization. A single instance of an activity need not contain material for all languages. However, an ideal game would function without speech, and with only sound effects. Speech could be available as a downlodable add-on in the target language.
  • Short time frame -- delivery in early fall
  • Python/Pygame development environment

Several of us at OLPC looked at the existing game with Muriel and talked about how to structure a game that we felt could be completed in the time available. It's not exactly a port, but it would reuse the same design structure, story and gameplay -- and target the same goals of educating its audience (where possible, for the core audience of the laptops; itself slightly different from the original audience).