[gcompris-devel] Thoughts on gletters redesign + wordsgame levels
Fòram na Gàidhlig
fios at foramnagaidhlig.net
Mon Apr 8 10:30:39 UTC 2013
Hi all,
working on my digraph problem, I have been taking a look at the gletters
activity (falling letters in the periphery -> keyboard section), and I
would like some input / a green light before I go ahead.
=========================================
1. Moving the level design to an XML file
=========================================
Currently, the level design is hard coded and not adaptable for other
languages. My language doesn't only have digraphs, but accented vowels
as well that require an extra keypress. The way the game is currently
designed, these complex letters either appear straight away at the first
level, or I can't teach them at all.
I think the easiest way to give localizers control over the level design
is to adapt the code from the wordsgame, listing letters instead of
words in the XML file. The only new coding needed for this would be for
making the uppercase mode work.
======================================
2. Redesign the upper/lowercase levels
======================================
When playtesting the English version in the upper/lowercase mode, I
found it confusing that at the lower levels, I don't need the shift key
for the uppercase letters, but at the higher levels I do. Also,
languages that don't use the Latin alphabet won't necessarily have an
upper/lowercase distinction.
For English, I think this mode should start with lowercase letters and
numbers. The current level design is:
Level 1: uppercase
Level 2: uppercase + numbers
Level 3: lowercase
Level 4: lowercase + numbers
Level 5: lowercase + uppercase
Level 6: lowercase + uppercase + numbers
And I would suggest:
Level 1: lowercase
Level 2: lowercase+ numbers
Level 3: uppercase
Level 4: uppercase + numbers
Level 5: lowercase + uppercase
Level 6: lowercase + uppercase + numbers
================================
3. Redesign the uppercase levels
================================
For the uppercase mode, I found the level progression a bit strange:
Level 1: uppercase
Level 2: uppercase + numbers
Level 3: uppercase
Level 4: uppercase + numbers
Level 5: uppercase + numbers
Level 6: uppercase + numbers
How about:
Level 1: vowels
Level 2: vowels + numbers
Level 3: consonants
Level 4: consonants + numbers
Level 5: vowels + consonants
Level 6: vowels + consonants + numbers
=======================
4. Level size and speed
=======================
In wordsgame.c, the level size and speed is currently hard coded. I
suggest 3 new XML attributes: speed, fallspeed and levellength. This
would give more control over level design to those localizers who have
complex letters to teach. We might want the option of having shorter or
slower levels later on when we need more levels.
If I understand the code correctly, this would be an XML representation
of the current state of affairs for the wordsgame:
<level value="1" speed="150" fallspeed="7000" levellength="10">
</level>
<level value="2" speed="150" fallspeed="7000" levellength="15">
</level>
<level value="3" speed="150" fallspeed="7000" levellength="20">
</level>
<level value="4" speed="150" fallspeed="7000" levellength="25">
</level>
<level value="5" speed="150" fallspeed="7000" levellength="30">
</level>
<level value="6" speed="150" fallspeed="1200" levellength="35">
</level>
and since we can have more levels now when my patch for this gets
integrated:
<level value="7" speed="150" fallspeed="1400" levellength="35">
</level>
<level value="8" speed="150" fallspeed="1600" levellength="35">
</level>
etc...
and for gletters (with rounded speed):
<level value="1" speed="140" fallspeed="9000" levellength="8">
</level>
<level value="2" speed="90" fallspeed="5000" levellength="11">
</level>
<level value="3" speed="73" fallspeed="3667" levellength="8">
</level>
<level value="4" speed="65" fallspeed="3000" levellength="11">
</level>
<level value="5" speed="60" fallspeed="2600" levellength="11">
</level>
<level value="6" speed="57" fallspeed="2333" levellength="11">
</level>
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