Check your starting point
- I can sequence actions and explain a choice.
- I can draw a simple storyboard.
- I can distinguish a story outcome from evidence about real people.
If one item feels unfamiliar, revisit these foundation missions:
Make the EaseBrain crew’s decisions playable through events, variables, branching and user testing.
If one item feels unfamiliar, revisit these foundation missions:
START: club budget = 100; waterFixed = false CHOICE: repair water (60) OR reading corner (40) IF chosen cost > budget: explain and offer another choice ELSE subtract cost and show the consequence IF repair chosen: waterFixed = true ENDING: show remaining budget and an unresolved need RESTART: reset every variable to its initial value
Copy this into your chosen tool or trace it on paper. Do not enter passwords, private learner data or API keys.
A story becomes interactive when the player’s action changes what follows. Decorative buttons with the same outcome do not create a meaningful decision.
Draw three scenes: the crew discovers a need, chooses under a 100-token constraint, and sees an outcome. Give each choice a benefit, a cost and an unresolved issue.
You can trace at least two different paths with different consequences.
Events start behaviour: a click, key press or a new scene. A sprite represents an actor or object. Keep story text available so understanding does not depend on sound.
Build the scenes in Scratch or as a simple browser story. Use drawn placeholders or the academy crew as visual inspiration. Add labelled buttons or clearly explained keys.
A new player can begin without your voice instructions, and the story is understandable without audio.
A variable can track budget or state. A condition prevents an impossible choice. Validation matters in stories too: a budget should not silently become negative.
Implement the starter logic. Test repair then reading, reading then repair, and repeated repair. Prevent buying the same completed repair again, or deliberately explain a maintenance cost.
Every available action has a coherent consequence; impossible or repeated choices are handled explicitly.
A restart bug happens when the scene resets but old variable values remain. A state table lists what must return to its initial value.
List scene, budget, completed actions and score if used. Play two full runs, restarting between them. Check that the second run begins identically to the first.
Budget and completed actions reset, with no hidden advantage from a prior run.
Usability evidence comes from observed behaviour. A player enjoying the visuals does not tell you whether choices, controls or consequences are clear.
Ask a supervised reviewer to explain a choice and reach an ending without hints. Record one confusing moment. Improve text, control labels or pacing and repeat the task. Avoid flashing effects and colour-only instructions.
Your revision addresses an observed issue and you credit any reused art or code.
Transfer changes the problem while keeping the underlying method: events, state, conditions and tests. Narrative outcomes are simulated, not predictions of actual communities.
Make a new crew story about a missed deadline, a research claim or a resource trade-off. Include two endings, a restart, a test log and credits. Export the project or record evidence for your portfolio.
Another player can operate it, explain a trade-off and reproduce your restart test without a paid animation service.
Choose a twist. Use paper, a sketch or a conversation.
Optional practice. Copy useful observations into your workbook; choosing a twist does not record completion.
Compare ideas with someone you know. Sharing is optional.