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Forest-Ghost

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Posts posted by Forest-Ghost

  1. 24 minutes ago, Oceansazul said:

     

     

     

    @Forest-Ghost, in your previous post, the error was related to the 'write note' log type on your adopted cache. It seems the scope of your logging issues has increased since that post to include multiple log types, including Found it logs. Is that accurate? This indicates the issues you are seeing are not only on caches you own or have adopted but, I would like to verify that. Can you provide any additional repro steps to help us isolate this issue: Is it only the adopted cache where logging isn't working, or is it all caches? Do any log types work for you or do all of them fail? Is this intermittent or consistent? Is this on the initial post (only) or on editing a log? Thanks for sharing your devices. We aren't receiving other reports about this error so any additional info you can share is helpful. 

     

    Hi Oceansazul, thanks for your response and for looking into the problem. The issue is not consistent unfortunately. The issue has been on different caches some owned by me and some owned by other players. For the last week of January I found caches almost every day and every time I tried to post a found it log from my computer I got an error message which I could only fix by copying the link to the cache page and then re-opening it.

     

    Saturday night 2/10 I posted a reviewer note to the cache page of my un-published cache and got the error the first time I published a reviewer note. Then I did not get the error on subsequent reviewer notes - I may have reopened the page here as well. 

     

    Today I posted a DNF and Write Note to GC7ZCX9 and got the error message. I closed the link to the cache page, re-opened it and now the error is gone - I can now post any type of log without problems. All these examples are from windows/google chrome. Separately, I was having the same error log from when I opened a cache in the safari browser on my phone to post a maintenance log to a geocache. I tried doing this today and was able to log from safari without issues. 

     

    To clarify- it seems the issue is always resolved (on my caches and others) whenever I reload the page so there is something that is preventing the log from posting correctly when I goto submit the log the first time. Two other cachers have reported this same issue to me within the past couple weeks.

  2. 2 hours ago, MtnGoat50 said:

    I get my O-rings from The O-Ring Store in Clarkston, Washington. The 2mm X 11mm E70 EPDM 70 Duro Metric O-Rings cost 10 cents each (20 qty. minimum). Their minimum order is $5 and you get free shipping at $10. They have pretty much any size and any material you want. Someone recommended EDPM to me for outdoor use so that's what I bought. I bought a variety of sizes for bison, scuba bison and Mega bison. 

     

    What size do you get for scuba bison?

  3. Hello, I am looking to get some replacement O-rings for bison tubes. I found this post a while back but can't seem to find the right sizes on amazon. I am looking to get o rings for both the thinner bison tubes and the thicker "scuba" bison tubes. Does anyone know what sizes to order and also recommendations on brands? Most of the listings are not in metric and the conversions from US customary units are not precise. Ideally, if you could provide a link, this would be very helpful. Also, I'd like to avoid order replacement o-rings from geocaching stores since they tend to be heavily marked up. Thanks!

    bisonscuba.jpg

    bisonsmallcamo.jpg

    • Funny 1
  4. 23 hours ago, mc3cats said:

    Hey Guys,

     

    Thank you Forest-Ghost for the invite.

     

    A quick introduction. I've been geocaching since 2009 and reside in Washington State. I am the current Washington State Geocaching Association President. I have put out over 20 Wherigo cartridges all in Washington.

     

    I love all the ideas floating around on this forum about Wherigos. Not sure how the "hostile takeover" will go.  I am all for a diplomatic approach before taking matters into ones hand. To truly update the Wherigo platform mentioned in the first post, it will take an entity with capital (man power and funds) to make it happen. A group of volunteers will be limited in both and would take many years to accomplish. On top of all of that, its still HQs baby. Ultimately, I do believe that HQ needs to hear from the community about Wherigos.

     

    As WSGA President, I have been lucky enough to get meetings with upper management at HQ to discuss geocaching in Washington State. The topic of Wherigos have come up past visits asking about the future of the Wherigo website and where the Wherigo platform is going in general. Its been a while since I have had a visit with HQ and perhaps its time for another visit. HQ is always interested in getting input from the geocaching community. Perhaps its time that they hear from a small group of representatives from the geocaching Wherigo community. HQ needs to know that there are geocachers out there that like to build cartridges and put them out for the community as a whole to enjoy. HQ needs to hear that we want to see the platform evolve and move beyond is mid 2000's humble beginnings. Once we have their attention, we could proceed into how we would like the Wherigo platform evolve. Ranger Fox's list of items is a great place to start. HQ needs to understand that its not just me talking to them about the future of Wherigo. They need to hear from a group of Wherigo enthusiasts and not just me.

     

    (Stepping off of my soap box). One other thing I would like to mention here. There is a stigma with the geocaching community that building cartridges is hard. I have tried to dispel that. Sure, you CAN build a very intricate and involved cartridge that is a programmers delight. However, all cartridges do not need to be like that. The "kit" builder site is excellent. I have funneled many cachers to that site to try to build a cartridge. Heck, I have even gone on a podcast to show how easy it is to build a simple cartridge. Keeping the cartridge builder sites easy for those who want to put out there first Wherigo is important to grow the Wherigo community. The "kit" site goes a long way to help with this task. A huge THANK YOU to Ranger Fox for putting that site together. 

     

    Thanks again, Forest-Ghost for the invite. I am hopeful that the Wherigo platform can move forward and evolve. I just think that HQs involvement will be most helpful in the evolution of Wherigos. 

     

    Hi mc3cats, thanks so much for joining the thread and for supporting Wherigo! The group would very much appreciate the support of HQ and would love to bring them into the conversation. If you have any contact with them, this would be a huge help. As you mentioned, there are some pretty big hurtles to overcome. Thanks again for reaching out! 

  5. On 1/21/2023 at 8:08 PM, Challenger519 said:

    The image does not display at all, but the question does. I am fairly certain the image is a .jpeg format

     

    You might check the image name as it appears on your desktop and shorten it if its long. If there is a long name or special characters sometimes images will not display.

     

    On 1/21/2023 at 10:35 PM, Challenger519 said:

    i have noticed if I create a .gwz file, the question marks display within webwigo, but if it is a .gwc they do not. When using a .gwz file other images do not display, such as what I would call the main screen , yet the question marks dont.

     

    For the purposes of the builder you will only be using the .gwz file. GWC is used for the player and will not work in urwigo unless you load it into the emulator.

     

     

    On 1/21/2023 at 9:02 PM, Challenger519 said:

    i have tried loading a ranger\\kit Wherigo creation into urwigo...and I get no images,data, questions , nothing? is there a procedure?

     

    Yes, you'll want to create a folder that contains all of the contents of the Wherigo kit zip file, than when you goto import the .lua file from that folder, make sure you save the new urwigo file within that same folder.

     

     

    On 1/21/2023 at 10:06 PM, Challenger519 said:

    So logically this approach appears to work, but it also creates an error. this error

     

    Make sure that the input and play sound commands are inside of the bar  labeled "On Clicked." Wherigo is an event driven program which means that there always has to be some type of action going on by the player to advance the experience forward. 

  6. 13 hours ago, Mangatome said:

    I'm so thrilled to see this renewed activity around the future of Wherigo, thanks to @Ranger Fox and @Forest-Ghost for starting the train! Also big shoutout to @charlenni, I'm so happy to read you again!

     

    There's a lot of contents in the posts above, it's all very interesting and it will take me a while to dive through. I just wanted to add a handful of quick thoughts, as a professional game developer and GC enthusiast and co-writer of the WF.Core player engine with @charlenni.

    1. This thread shows that the community is eager to work together, and that's amazing. As @Ranger Fox said we need organization and communication. I'm afraid the forum is already showing limitations. What about some kind of periodic online meeting to organize efforts?
    2. There is a million technical ways we could build a Wherigo 2.0. The best one is probably the one that contributors are most fluent with, sure. But before we begin to plan out technical roadmaps I think we should start by compiling what cartridge devs and users want and lack. Maybe some kind of UX survey of the community? This thread is a good start but I think we need to be more systematic.
    3. Personally, my number 1 frustration is how limited in scope everything is within Wherigo. I'm completely tired of "Item" menus and "Zone" screens. They served their purpose back at the days of limited device resources, but these days are gone. So are the days of low computer literacy. Maps are necessary to WIGs but they are so 2010. Now people are used to using very nice UIs, especially in the realm of games. I would love us to think bigger.
    4. My dream Wherigo 2 is a hackable Wherigo, where a dev has the flexibility to extensively tweak the UI/UX to provide more interactive activities (I'm thinking for example, for the Pac Man cartridges out there, a map presented as a retro PacMan level screen, with ghosts and players represented with the proper game elements.). This is not mutually exclusive with making it easy for beginners to make cartridges, provided we maintain templates. I'm all for ease of use but please let's not forget advanced users who can get their hands dirty to make something new.
    5. I don't see this happening without the Geocaching.com platform. However, I believe we could harness the GWC format (especially the Media sections) to add arbitrary Wherigo 2.0 payloads. That would make Wherigo 2 backwards-compatible to the extent of being able of showing a message saying "Your player app is a bit too old, please use X or Y" or showing a bare-bone fallback using Inputs and Messages. This would definitely pass compilation and probably pass moderation.

    I'm really excited about this community endeavor and I'm eager to help however I can!

     

    I am right with you on every point! I think virtual get togethers would be really great to bring the group together, although my introverted side is already trying to find a place to hide out lol. :-)   My dream is that the platform could someday draw all kinds of programmers and video game designers. 

     

    Also I would love to see a new UI for Wherigo in the future. This is one of the parts I'm most excited about. As you mentioned, I think Wherigo is definitely starting to show its age. 

    It would be awesome if players could customize various elements of the screen and add map overlays. Thank you so much for all you do! I still have WF Player on my phone btw!

    • Love 1
  7. This is so awesome! I love the creativity of this idea. Wherigo Invaders sounds super fun and I believe it would really enrich the Wherigo experience. I am already starting to think about how this will relate to the website layout and also design elements for the game itself. Thanks for sharing all of these great ideas! 

  8. Really love this idea! I think this system will make Wherigo incredibly engaging, and will hopefully draw in all kinds of different players. I would argue that increasing quantity will also increase quality. The more games there are, the more the community will get involved, and this will attract more skilled programmers. If we want to increase quality, than I would argue that we also focus on improving the builder- make it more accessible, and add as many features as we can.

     

    Another idea with scoring is that players could have two values - their score, and then their tokens or credits. Perhaps these values would work a bit differently For example, maybe points are a lot easier to get than credits. I also like the idea of allowing builders to incorporate special items into cartridges that increase players scores and or credits. I know of one website that sort of gamifies writing in a similar way - https://4thewords.com/. I'm sure we could get some ideas from there.  

  9.  

    On 1/23/2023 at 11:25 AM, charlenni said:

    I think, the problem of Wherigo isn't Groundspeak. They are not helpful, that's right, but they got, what the real problem is: Wherigos are difficult, complicated and time-consuming to create. You need someone, who could create a game, design the layout, creates beautiful images and, at the end, could program the cartridge. You need weeks to make a good cartridge, and then players consume them in less than an hour. I also made some cartridges by myself. At the beginning, I thought, that the many bugs inside the development environment are the problem. But later on I got it, that even, if there were any bugs, I could get in trouble and produce nothing, that others would play. That said, the biggest problem is the content.

     

    Charlenni, thanks for joining the conversation! I was really happy to see your post. I agree with these points and hope the group can come up with a list of all the problems with Wherigo to use as a reference to improve upon. 

     

    One idea for rewarding players for playing through a Wherigo -- there could be special point systems that builders could work into a cartridge for completing tasks. Sort of like in adventure lab where a player gets five finds, but instead these would be points rewarded to players as they work through the adventure. Maybe if a player completes the cartridge in a certain time limit they get extra points or there could be other special rewards.

     

     

     

     

    22 hours ago, Ranger Fox said:

    I believe you're touching on the underlying problem with zone enter/proximity without actually correctly identifying the it.  You're observing that a player tends to drift in and out of a zone, so you're trying to keep the player inside it.  I believe the underlying problem is the player stops walking when the cartridge displays something to the player, and this means the player is typically on the edge of the proximity/enter boundary, so the GPS position drift will eventually cause fluctuations between the player being inside and outside this boundary.  Such a thing could be resolved by a player app taking a look at the estimated position error (EPE--even this value will fluctuate).  A zone's proximity and entrance events would fire at the author-intended distance, but their opposites--distant and exit--should be fired at their distance plus one and a half times the EPE.  Let's take a zone that is 10 meters square, has an entrance event, and the EPE is usually 5 meters.  The player will typically stop on the zone's border.  As long as the player doesn't wander 7.5 meters away from the zone's border, the player is still considered within the zone.

     

    I understand what you’re saying, and I like your idea, but I don't think it solves the whole problem. 

     

    GPS bounce can cause the phone's gps to jump hundreds of feet away and then back. This problem is especially common when players are offline, or if there is bad reception. Sometimes a player might close their app or turn off the phone in the middle of a sequence of events, move to another area, and then when they resume the game, they trigger some other zone on top of the original event sequence.

     

    Another problem is if the builder creates multiple active zones that are close together or even on top of each other. Sometimes the player might mash through the buttons so quickly that the events never properly trigger. There are many other challenges that occur around the player, the builder, and the position, size, and proximity of the zones. 

     

    My idea is that as the player enters the zone, they click on a button and all of the information (characters, items, events, etc.) pops up, and that information remains visible and un-effected by the other zones. Then when they are finished, they close the menu, and all of the other zones, and other relevant information is re-activated. If we are creating a map based Wherigo, then there will have to be some type of new menu for when the player clicks on an icon.

     

  10. 2 hours ago, ZenGuru said:

    I just received Forest Ghost's invitation to check out this discussion forum.  I have built and published a number of Wherigos, many of them based on cartridges and code by Ranger Fox (thanks for the help on a Battleship implementation several years back) and Forest Ghost as well.  I was following the previous attempts to get Groundspeak to cooperate with the project of updating the WIG site and tools.  When that seemed doomed to failure, I sort of moved away from doing much more WIG development and went back to primarily Geocaching.

     

    I would be interested in knowing what is the current state of the WIG sites and tools that Ranger Fox put all that effort into.  I am willing to be of any assistance that I can.  I also know of a few geocachers who have built WIGs and might be interested in getting involved.  Making the development interface more user-friendly would be a great asset.  Many of my WIGs were built using raw lua code and a text editor.

     

    Best of luck on getting this project off the ground.  I hope that this time Groundspeak will be more forward-thinking and support (or at least not block/hinder) these effort.

     

     

    Thanks for joining the discussion! If you know of any other Wherigo builders that would be really awesome as the group is currently looking for people to help develop the platform.

  11. @Challenger519 does this question display without a picture? Or does the question not display either? If its the latter than you'll need to make input call.

     

    You'll also want to make sure the image is in jpeg format, although I think the builder may except png and perhaps a couple other formats as well.

    • Upvote 1
  12. 19 hours ago, Ranger Fox said:

    I tend to live under a rock.  You'd figure I'd be connected and well-informed, especially with my geocaching activity, but I'm not.  I don't tend to do much with social media.  So, yes, do see if there's any interest there.

     

    Okay, I will start getting in contact with people! If anyone knows someone who might be interested in building a new Wherigo platform, please don’t hesitate to reach out. Since the forums were updated a couple years ago, there’s a lot of people who don’t get Wherigo forum notifications anymore and may not know about this thread.

     

     

     

    Wherigo 2.0 Menu System

     

    One of the advantages of adventure lab is that once a player is close to a location, all the information within that location is available to you, even if you leave that area. I wonder if Wherigo 2.0 could include some type of new menu system that would allow players to access information from within a zone once they’ve entered, and keep that information displayed even if they drift outside the zone. This menu should also prevent events from accidently triggering.

     

    Currently, Wherigo has a lot of issues with players accessing information within a zone:

     

    • Items and characters will not display unless a player is inside the zone for OnEnter, or within a certain distance of the zone for OnProximity. If there’s bad GPS reception or very tiny zones/proximity distance, it will become very difficult to see these objects.
    • If there are multiple zones and the gps is jumping, you may end up triggering multiple events/zones at the same time. This can cause unexpected problems.
    • The GPS can wander in and out of the same zone causing the events in that zone to re-trigger—also causing problems. 

     

    I try and fix these issues by building work arounds into the cartridge.

     

    Once a player enters a zone:

    • Set it so On Proximity events do not re-trigger.
    • All other zones are set as inactive.
    • All objects in the zone are set to always remain visible.
    • Once that player leaves that zone, all this is reset.

     

    It would be really nice to have a function or menu that somehow automates all of this.

  13. On 1/16/2023 at 6:18 PM, Ranger Fox said:

    Let's use the term "template" to refer to something cartridge-wide, such as a template that allows you to create a Whack-A-Lackey game, and the term "snippet" or "action snippet" to refer to a small piece of code that allows you to do something.  Moving a zone won't be a snippet, though, because it should be a method call within the Wherigo Player API.  A snippet could be as simple as "ask a question over and over until the right reply is given".  Anyway, templates and snippets are isolated completely within the builder app sphere.  This means once we have the Wherigo v2 Player API set in stone, anyone would be able to work on this outside the main group.

     

    For me, being able to see a mockup of a design and have all the graphical assets would be a big help.  In the group, I'd rather focus my efforts where there's a gap in capabilities.

     

    When I get time, I should outline the Wherigo scoring and Wherigo Invaders concepts.

     

    Yes, Wherigo v2 should handle zones as single coordinates or as a shape.  I would prefer to deal with zones as single points because that makes the distant/proximity/enter events so much easier.  I don't know the math involved to determine if someone is ten meters from a zone that's in the shape of a star with a dozen points (points to the star, not zone points).  Picture that star.  Picture two of the star's points or arms.  (We're going to exaggerate here.)  Picture each arm goes out half a kilometer.  Now, picture someone standing just outside where both arms meet, or someone a quarter of a kilometer from that vertex.  What would an efficient algorithm be like?  This is one of the reasons why I won't be on the player app team: I think others would be able to make something more efficient.  (But if we lack a player app engineer, I guess that'll fall to me.  Ouch.)

     

    So, anyway, if you have a single point zone, I'd like to rule that the zone's OnEnter event is based on getting within the device's estimated position error (EPE).  I'd prefer to guide cartridge authors to use OnProximity for single point zones.  OnEnter can be used for zones with a large enough area for it not to be a chore for a player to get within EPE.

     

    This would be awesome if we could switch to a single zone point. I have always thought the multi point format of zones is problematic. With the current Wherigo format I usually create tiny zones and then use a very large proximity. A single point would also be a lot easier for anyone new to Wherigo.

     

    Coordinates for items and characters -- I like the idea of being able to see objects and characters outside a zone. I assume this is how the map based Wherigo would work but wasn't sure.

     

    Programming Language --  The only programming language I've formally studied is LUA, so I like the idea of sticking with this, but I'd be curious to hear people's thoughts on sticking with LUA vs using some other language.

     

    I was thinking too on the issue of gathering help with Wherigo, maybe we can somehow bring the conversation to the developers in the community. I have seen some discussions with developers wanting to build a new Wherigo interface on facebook. I'd also be happy to message some of the Wherigo community to see if there is any interest in getting involved.

  14. On 1/12/2023 at 7:27 PM, Ranger Fox said:

    And as far as the other reply:

    • I disagree about integrating the builder with the site, at least from a technical level.  If we had a web-based builder app, we could perform a seamless redirection between both applications.  Besides, with the API in place, the Urwigo builder can also offer a seamless experience.
    • You can use the app to search for cartridges either by the map or any other UI because, you know: API.
    • Templates are a good idea.  I was mostly thinking about smaller snippets, but it's reasonable that someone could build a larger template.
    • I'd rather start with cartridges being closed source because almost all are tied to a final geocache.    I can't simply remove the last zone in a cartridge when it's copied because there isn't a simple way to tell what the last zone is.  Other cartridges simply tell the final coordinates.  I'd rather incentivize open source sharing or say a cartridge automatically becomes open source after a period of one or two years after its last update.
    • I forgot about the media resizing feature.  But, yes, media should automatically fit the view, but should be capped at zooming in 200% to avoid being too pixelated.  Hopefully, it's more about downscaling.
    • Yes, there won't be completion codes because of the API.  When the cartridge marks itself as complete, the player app will send that information to the site via the API when the device has a data connection again (or immediately if it does at that time).
    • Assets get a bit difficult to work with because we'd need some sort of community curation.  Fortunately, someone could create an asset management application and API for builder apps to use.  It does not have to be tied to the listing service's API (really, it shouldn't anyway).
    • I don't have experience with Unity.  However, the player app itself should be able to load different player runtime environments.  This would allow for v1 to work, v2, and anything more complicated, such as something with Unity.
    • Wherigo v1 wasn't map-based because it predated devices being Internet-connected.  These days, Internet connectivity is the norm.  So, the UI should be primarily map-based
    • I'll be relying on others, then, to come up with a good UI for the website.  I can hold my own, but a graphic designer and animator I am not.
    • Perhaps Wherigo Invaders is the perfect way to gamify the site.  I should probably make a long post to cover what Wherigo Invaders is.  You have concepts from travel bugs, Ingress, Munzee, trading card games, and whatnot, and this provides a sort of meta game that gets you to revisit cartridges.

    And the other items:

    • If you're considering integrating Waymarking with Wherigo, you'll need to answer some questions.  First: what is Wherigo at its core?  How would including waymarks strengthen Wherigo's core fun factor?  (Waymarking could have been Swarm/Foresqure, but was never developed upon after its release.)
    • How easy would it be for an average Wherigo author to include AR?  We need it to be easier and more enticing to set up Wherigo cartridges.  AR could be explored in the long term, but building a fun core game that can be fairly easy to create content for is a priority.  We need the map to fill up with cartridges.
    • Skinning was on my shorter list.  However, I didn't think about skinning the map itself.  (That is, allow the author to create a map upon which the game is played instead of the satellite or road map.  We'll have to either have map tiles or just a very high resolution, large map file.  That could be doable.
    • Credits and such play into Wherigo Invaders.
    • Challenges would be interesting.
    • I forgot about adding to the player API the ability to query the current time.  Good idea.

     

    Thank you for your response. I really like your ideas for a new platform.

     

    Templates-- I like the idea of shorter templates as well. Would be nice to get a short snippet to show how to do a question and answer, a timed portion, moving a zone ect.. Currently the templates on the urwigo website are for an entire cartridge and require some digging to find what you're looking for--something straight to the point would be really nice. 

     

    I will probably need to get a little more coding savvy, but I may be able to help with a UI for the website. I have spent alot of time designing graphics on my geocache pages with HTML. 

     

    I had never thought about doing four square for Waymarking. I'd be curious to see how that would work. Part of my idea is that we could use the concept of adventure labs--where it is extremely simple to build an adventure, but add lots more game types for players to choose from. 

     

    I really like the Wherigo invaders concept. Will be awesome to see more game elements for Wherigo.

     

    Wherigo Zones -- I am wondering if at some point it would be possible to switch Wherigo zones to become a singe point/coordinate. This would require cartridges to all rely on OnProximity events, but this system I think works alot better than OnEnter. For now, it would be tricky to make a straight switch, as many cartridges use OnEnter events and need a large zone size to work. But further down the road, maybe a transition to single point zone would be possible.

     

  15. 14 hours ago, DeborahVanDerLinden said:

    I would like to use an input, and repeat the question until the correct answer is given. When I call the input from the input, I will get a stack overflow after a few tries. I am trying to solve this issue, by using Lua. I tried a "repeat until", but then the input is called indefinitely. The program does not stop and wait for the answer / entry by the user. Does anyone know how I can program this (with Lua or just in the Urwigo builder), without having the input loop to itself, but repeat until the correct answer is given? I just cannot get the program to wait for a second answer.

     

     

    I have uploaded an image of how to do the input question in urwigo. There are also some tutorials on youtube which maybe helpful.

    https://www.youtube.com/watch?v=DNU7QB5lhVM&list=PLVOklFuhstMnLk-fXSy9fnpHe9AojCWeV&index=3

     

    Other Wherigo tutorials:

    https://www.youtube.com/playlist?list=PLIJExYUsAIWev2Ufb36md1_NE2RGzVHlv

     

    input1.png

    • Upvote 1
  16. On 1/12/2023 at 6:32 PM, Ranger Fox said:

    Sort of, except it's going to be a hostile takeover.  The idea is to make something so good that the community will use it regardless.  This will have one of three outcomes: Groundspeak can initiate the partnership this time, ignore everything altogether, or put an end to Wherigo.

     

    Nope, not after my experience last time.  Hostile takeover.  Besides, I don't even know if there are enough volunteers to pull off the project at this point.

     

    That makes sense, thank you for clarifying. Since HQ requires that all Wherigo caches be listed on Wherigo.com though, I don’t understand how the project will ever gain traction through geocaching if none of the Wherigo 2.0 caches can be listed on the geocaching website.

     

    To your second point, It’s hard to ask people to come on board with a project that Groundspeak could end at any time. But if we use a separate platform (outside Wherigo), then we don’t risk Groundspeak blocking the project again, and programmers and developers would be more likely to come on board.

     

  17. My biggest requests would all revolve around making Wherigo much more accessible. It seems like so few people can use the Wherigo tools. I would like to see the Wherigo platform become accessible to everyone. I wasn't sure if this is the right thread for all this, so need be please move this elsewhere.

     

     

    Simplifying the platform

    ·        The Wherigo builder is built into the Wherigo website, no more uploading cartridges. Once a cartridge is finished it can be automatically uploaded/published into the database.

    ·        Cartridges are all listed in the official app. Sort of like the way the new Wherigo IOS app works.

    ·        Design the Wherigo 2.0 builder to be more user friendly. I’m thinking something similar to the scratch builder with color coded blocks. Built in starting point or messages and final zones. Possibly even connecting lines to show how the cartridge progresses ( sort of like in Wherigo kit. The meta verse augmented reality app also implements this https://studio.gometa.io/discover/me

    ·        Wherigo templates that players can open and start messing around with and adapting to their own cartridges right away. Question and answer, Lights out, battleship, Whack-A-Lackey, reverse Wherigo, trivia questions, ect. I like the idea of players with no coding knowledge can easily copy and paste a cartridge and look inside it. This was a big part of how Iearned to code.

    ·        Make all new cartridges open source by default and cartridges can easily be copied on the builder page. Anytime someone copies a cartridge, the final zone information is removed -this would have to be specially designed in the builder. Players can lock their cartridge, if they so wish, but the general idea is to make code much more accessible to everyone. This is what scratch has done and I believe it is a large part of what makes the platform so successful. I recognize there are some problems with this, but it would really lower the barrier to entry if it were a lot easier to see what is going on behind the scenes in cartridges and if it were easier to create cartridges.

    ·        Media is automatically re-sized and formatted. No more spending hours trying to fit all the media files to the correct specs.

    ·        Tutorials listed on the builder section of the website. This is something I could help out with. I especially like the type of tutorial where you actually interact with the program your learning to use—manipulating objects in the program as the tutorials tells you what to do.

    ·        Get rid of completion codes and make completions automatically built into the player and website.

    ·        Assets in the builder. If a player wants to create a quick and easy cartridge, there are a bunch of royalty free pictures, and sounds already added into the builder page. Another idea from GoMeta.

    · Simplify some of the more complex Functions built into website making it much easier to do tricky things like moving objections or say getting the distance to a zone.

     

     New Type of Wherigo

    I would say that before we even move forward with Wherigo 2.0, perhaps we should even look at what Wherigo could be in the future. Magnatome mentioned a new user interface with unity. I am wondering if there could be room for something outside of the Locations, Items, Character, Map, and Tasks. I envision something where players could interact with a graphical or 3D page. This could include sprites and allow builders to design the look and feel of each page. Maybe a new type of cartridge for arcade type wherigos like tetris.

     

    I really like the idea of a map based Wherigo. This would be especially awesome for building RPG type wherigos where players are battling monsters, finding items, locations, ect.

     

    Wherigo Website

     

    I really like the idea of a points system for building and playing wherigos. The Wherigo website should feel like a game. Achievements for getting more points. Maybe there is special icons for different types of Wherigo and players get badges for completing special tasks. Let’s try and gamify the website as much as possible. Maybe even add animated graphics say a spinning Wherigo icon when a cartridge is published or fireworks/shooting stars when a cartridge is completed like in adventure lab. I would like the website to be something really fun to interact with and I feel like this is often lacking in other gaming websites. 

     

    Stuff for further down the road

    · Waymarking and benchmarking integrated into the website adding more games for players to use. I like that idea alot and think we could even add a new spin or game elements to interact with the Wherigo world. 

    · Augmented reality – the GoMeta app uses google vision to have your smart phone recognize items in the real world – smile detector, you can program it to recognize specific words, or colors, items, ect. There could be an entire new location-based game where players have to go out and look for and scan locations/objects in the real world. I saw one game where players had to scan text on gravestones to complete an experience.  Check out https://cloud.google.com/vision/ 

      · Skins for the Wherigo map so players could enter into a fantasy or sci-fi setting.

    · Players get “credits” for completing or building wherigos. They have virtual bases on the map that can be stocked with items purchased with their credits. Maybe they can show off special trophies for their achievements.  

    · Virtual Challenges – basically players can code their own challenge Wherigo which draws statistics from geocaching.com. Then once a player qualifies for a challenge, they would have to visit some virtual location to be able to redeem the challenge. Obviously, this would require a special separate builder, but I think it’s a fun idea.

    · Would be awesome if you could create a Wherigo night cache where the clock is based upon the server and not the phones clock (so players can't cheat it).

     

     

     

  18. Thank you for laying this all out, Ranger Fox. I think this looks like a really great road map for Wherigo, and I am very excited to see where this project will take us. I’ve been reading through all the old posts and think I understand the plan: basically, create Wherigo 2.0 and we all hope that Groundspeak doesn’t block it again? Please correct me if I mis-understood. If this is the plan, I am concerned since they’ve blocked Wherigo foundation before. Also, they currently rely on the official IOS Wherigo player to pull data from Wherigo.com—this is part of why they blocked the foundation, I think. If we created a new website/player, it seems like it would create a conflict with their player.

     

    Are there any discussions in the background with Groundspeak that would show they somehow support or allow this project?  I’m wondering if there could be some type of Plan B in place so if/when all this comes together, the project can continue regardless of how they respond.

     

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