Matthew, Zoe, and Dr. Fenwick met via Zoom and talked about a number of things - short, medium, long term. This "issue" is really an "epic" and needs to have smaller issues created from it. But this serves as a record of that meeting.
Long-term thoughts:
player login
save state (perhaps roomProgress and bookbag contents are all we need to save?)
Phaser explorations (we have recently learned about key JustDown event, sprite sheet animations, there certainly are other "gaming features" we can do or are doing wrong now (so many duplicate images, functions, etc.)
Medium-term thoughts:
wall info are 100% images, can we turn into background image with Phaser text on top? It would make wording changes much easier, less images to load.
HUD: this is our help key and backpack key I think along with a few persistent items like coin count
activity thinking: monsters, health points, "weapons" that can reduce choices (e.g., a sword literally cutting away wrong choices), "shields" that could serve as hints
Bookbag - what "objects" can we earn/find to "save" to "use later"
random - some activities need to randomize which item is first, etc.
Short-term thoughts:
room 3 activity (already coded in room 3 as a built-in interactive quiz)
room 4 definition
coin opportunities - we need more
coin fixes - can't re-collect coins, do we need to press E to collect (don't think so, just get into interaction zone)
Matthew, Zoe, and Dr. Fenwick met via Zoom and talked about a number of things - short, medium, long term. This "issue" is really an "epic" and needs to have smaller issues created from it. But this serves as a record of that meeting.
Long-term thoughts:
Medium-term thoughts:
Short-term thoughts: