uBoost Posted July 3, 2008 Posted July 3, 2008 Please see attached spec for assets needed for "virtual room" for students. I am looking for 10 characters with 10 short animation sequences (swf) each. Also needed are theme backdrops and static assets for the rooms that the students can use their points to purchase. Please go to www.uboost.com and navigate to Room to see current functionality. If you are interested in working on this project please read attached draft spec and email me for more info at jbower@uboost.com. We would need work done in 30-60 days. I have copied spec below because uploader was failing. Thanks, uBoost Virtual Room Digital Asset Specification Table of Contents uBoost Virtual Room Digital Asset Specification 1 Overview 1 Pets 1 Generic Assets 3 Themes 4 Technical Requirements Summary 5 Overview This document outlines the requirements for digital assets for use in the uBoost Virtual Room. For the purposes of this document digital assets are motivational rewards that can be purchased using reward points in the uBoost Rewards catalog and placed in virtual room. There are 3 types of digital assets (also known as Room Rewards) that can be used in the uBoost Virtual Room: Pets, Generic Assets, and Themes. Pets Pets are animated characters within the room that respond to actions with some sort of animation or change in state. A pet can respond to multiple actions for example, sleeping or dancing. An action is invoked with a user clicks on a Generic Asset and clicks play on a Generic Asset (See Generic Asset). From a Pet’s perspective the main importance of a Generic Asset is that it may have a “Play Action” associated with it. The Play Action for a Generic Asset is the action that is invoked when the user clicks “Play” on the Play menu for the Generic Asset. Example scenario: A user has the Nighttime Generic Asset (a simple .swf that displays a moon) in their uBoost Virtual Room and the Bunny Pet digital asset. When the user clicks on the moon (Nighttime asset) a menu appears that shows “Play”. The Nighttime asset has preregistered itself (see below info on packaging a Generic Asset) with the sleeping action. When the user clicks play each Pet is checked to see if it has a “sleeping” state and if so the Pet it put into that state. A Pet can support any number states simply by creating a corresponding .swf file for the action in the Pet package (.zip file) described below. You can introduce new action/states or you can use actions that you know have been used by already defined Generic Assets. Here is a list of existing actions that a Pet could respond to (none of these are required): flying sleeping standing storytime hulahoop jumping kungfu teleport transparent pet2box rain sparkler If you introduce a new action on the Pet you will likely want to also create one or more corresponding Generic Assets that will have a “Play Action” with that new state in order to kick off that animation in the new Pet. For example, if you wanted to have a new Pet have a giggle animation that you have just defined you will want to also have Generic Assets with a Play Action of giggle, like perhaps a feather (representing tickling). Files necessary for a Pet Digital Asset In order to create a Pet a number of .swf files may be required. Anicon (400X400) .png for the Pet is required for showing in the uBoost Catalog as well as the room “my stuff” area. A default.swf is required and is used as the state that will be the default when a user clicks stop on the originally clicked Generic Asset. An initial.swf is optional and is used as the state will be the initial state when the user first puts the Pet into the Virtual Room. A .swf for every action/state supported by the Pet. The .swf should be named for the action. For example if the Pet supports the sleeping action then a sleep.swf would be necessary. Packaging the Pet files The files specified above should be packaged into a .zip file using a prefix of “pet_” suffixed by the preferred name of the Pet asset as the name of the zip file (see the example Pet package below). The second segment of the Pet file name should be the suggested name of the Pet in camel case format to separate words. For example if the suggested name of the Pet is Blue Alligator the zip file for the Pet should be pet_BlueAlligator.zip. Pet Constraints • The Pet size is typically around nn X nn dimension although it can vary. Keep in mind that the room size is 749 by 344 and multiple Pets and Generic Assets can be in the room at the same time. • The icon dimensions should be 400 by 400. Example Pet Scenario Let’s say that you have a pet called Pink Bunny that responds to the actions sleeping and jumping. The corresponding Pet package to submit to uBoost would have the following components: pet_PinkBunny.zip containing: icon.png – A 400 X 400 image for display in the catalog and in the virtual rooms “my stuff” area. default.swf – The default .swf for PinkBunny. The default .swf is used as the state to return to when the user clicks stop on the Generic Asset that started the animation. Note that quite often this is the Pet standing or in some default pose. initial.swf - The initial .swf for PinkBunny. If this file is present it will be the initial state when the Pet is first put into the room. For example, one of the Pets starts as a small box, after the user clicks enough times in the box it expands to a default state). If this file is not present then the initial state will be the default state. sleeping.swf – This .swf for the sleeping state (Pink Bunny lays down to sleep). When the user clicks stop on the generic asset that originally invoked sleeping the Pet will be returned to default state. jumping.swf – This .swf for the jumping state (Pink Bunny jumps back and forth around the room). When the user clicks stop on the generic asset that originally invoked jumping the Pet will be returned to default state. Generic Assets Generic Assets are digital assets (.swf files) that can animate or be static and can optionally have a “Play Action” associated with them that results in Pets in the room doing some sort of action (animation or change of state). For example, the current uBoost virtual room has a Bruce Lee Martial Arts poster available in the uBoost rewards catalog. When a user purchases this it ends up in their “My Stuff” area for the virtual room and can then be placed in the user’s virtual room. Once placed in the virtual room it shows up as an image of Bruce Lee poster. When a user clicks on this poster a context menu appears showing “Play”. When the user clicks on “Play”, which behind the scenes is associated with the Play Action “kungfu”, each Pet in the room is checked to see if it knows the kungfu action (this corresponds to whether a Pet has a kungfu.swf as specified in the Pet section above). If the Pet does have a kungfu action the kungfu.swf associated with the pet is loaded. Packaging a Generic Asset Generic assets packages are zip files that contain two files: the .swf file for the generic asset itself and a .png for the icon that will be used (possibly cut down) in the rewards catalog and the My Stuff area of the virtual room. By convention the first part of the name of the .zip file should be “asset_” to signify that the .zip file contains a Generic Asset. The second segment of the .zip file name should be the suggested name of the Generic Asset in camel case form. For example if the Generic Asset suggested name was Bruce Lee Poster then the second part of the name of the Generic Asset .zip file would be BruceLeePoster. If the Generic Asset does not have any associated Play Action (for example perhaps it just animates) then this is the full file name (e.g., asset_BruceLeePoster.zip). If there is a Play Action associated with then the Play Action name should be suffixed on to the suggested name. For example if the BruceLeePoster Generic Asset is associated with the kungfu action (meaning this is the action that will be invoked with the user clicks Play on that asswet) then the file should be named asset_BruceLeePoster_kungfu.zip. The .png file for the icon contained in the zip file should be named icon.png. The .swf file for the Generic Asset contained in the zip file should be named default.zip. Generic Asset Constraints • The Generic Asset size should be roughly nn X nn dimension although it can vary. Keep in mind that the room size is 749 by 344 and multiple Pets and Generic Assets can be in the room at the same time. • The icon dimensions must be 400 by 400. Example Generic Asset Scenario: Let’s say that a Generic Asset called “Nighttime” that has a Play Action of “sleeping” associated with it (the current uBoost virtual room has this asset). The Generic Asset package to be submitted should look like: asset_Nighttime_sleeping.zip– would contain: icon.png – A 400 X400 thumbnail image of the moon with a few stars in the background default.swf – The .swf file showing an animated smiling moon (actually the current virtual room nighttime asset doesn’t smile but it would be nice!) That’s all there is to packaging a generic asset. Themes A Theme is essentially a background for the virtual room that can contain walls, windows, ceilings, etc. It essentially defines the graphical space for the virtual room. For example themes in the existing uBoost catalog include a space ship deck theme and a bedroom (with a window) theme. Currently themes have no interaction with other digital assets in the room. Packaging a Theme Packaging a Theme is similar to packaging a Generic Asset only simpler. To package a theme you simply zip the theme .swf file and the icon .png image that is used in the uBoost catalog and the My Stuff area of the virtual room. The first part of the .zip file name should be “theme_” to show that the .zip file contains a Theme. The second part of the .zip file name hould be the suggested theme name in camel case form. For example if the suggested name for the theme is Wild Jungle then the packaged file name would be theme_WildJungle.zip. The .png file for the icon contained in the zip file should be named icon.png. The .swf file for the Theme contained in the zip file should be named default.swf. Theme Constraints • The Themedisplay size must be 749 X 344. • The icon dimensions for the Theme must be 400 by 400. Example Theme Scenario Let’s say that you are submitting a Theme with the suggested name High School Gym. The Theme package to be submitted should look like: theme_HighSchoolGym.zip would contain: icon.png – A 400 X400 thumbnail image of the moon with a few stars in the background default.swf – The .swf file showing High School environment (hard wood floors, basketball hoop in background, and bleachers on the side. Technical Requirements Summary There are 3 types of digital assets: Pets, Generic Assets, and Themes. The files associated with each of these items should be packaged into a .zip file with a specific naming convention for the file and is expected to have specific contents with specific names. 1. Digital Asset File Naming. The digital asset package should be a .zip file with the following format. a. The first segment should be the type of digital asset: pet_, asset_, or theme_ b. The second segment should be the suggested name of the digital asseti in camel case form. c. For Generic Assets only. If the Generic Asset has a Play Action then the third segment of the file name should be the name of the Play Action. d. A few Digital Asset Package File Name examples. i. A Pet Named George the Frog. pet_GeorgeTheFrog.zip ii. A Digital Asset with no Play Action called Deep Green Fern. asset_DeepGreenFern.zip iii. A Digital Asset, tickling feather, with the Play Action of giggle. asset_TicklingFeather_giggle.zip iv. A Theme called High School Gym. theme_HighSchoolGym.zip 2. Contents of the Digital Asset Package (.zip file) a. icon.png - All 3 types of digital assets require an icon used for the Virtual Room’s My Stuff area and the Rewards Catalog images. b. default.swf – All 3 type of digital assets require a default.swf. For Generic Assets and Themes this is the only .swf in the package. For Pets this is the .swf that will be loaded when the user clicks stop on the Generic Asset that started the animation. If there is no initial.swf the default.swf will be used as the initial state when the user puts the Pet into their room. c. For Pets Only. i. initial.swf (optional) – The .swf representing the state of the Pet when first brought into the room. If there is no initial.swf then default.swf will be used. ii. action .swf files – There should be a separate .swf file for every Play Action that this pet knows how to react to. For example f the Pet supports the jumping action then a jumping.swf will be included in the Pet’s .zip file. If you have comments or questions on this specification please email Arin Cranley (acranley@uboost.com) Quote
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