Taking steps into the Makahiki System, I've taken a go at
going through a configuration and management log page providing some step by step experimentation with creating some of the basic set
up and activities for Makahiki based on the Kukui Cup template. Each point on
this page leads to a portion of the documentation for the Makahiki system
related to it. In approaching this tutorial I wanted to take the mindset of
both a mindful programmer, and that of a new user consulting the instructions
casually, that way I could assess the structure of the system and the
instructions as best as I could.
Throughout my exploration of the system, there were not any
significantly detracting points to it. But there were some things that lacked
clarity. Going into each of the tutorial's links to the relevant section of the
guide felt partially disorienting, because they are established as individual
pages, they feel disconnected from each other, this is good since each section
is long, but at the same time the disconnect creates an issue when referring to
specific areas to click or access. For example in 2.3.6.8.2 one is told to, 'click
on the "Badges" link in the Game Admin Widget,' it becomes necessary
if linked directly to that part by an instruction, to go back to 2.3 and look
over that area to remember the widget in question. For a tutorial this problem
isn't significant at all (since one is going from point to point) but if
referenced out of context, like for example if someone is asked to make a
badge, they might go straight to that bad and not realize or remember what and
where the widget is. This is apparently through most of the guide going
forward, and is not a major flaw but one that requires more navigation for a
reader. Mentioning that the widget is located in the settings page might help
to alleviate that kind of disconnection.
Early on in the tutorial, there was a small portion that I
personally stumbled over where the user is asked to disable the water games
from appearing. The instinctual answer to that would be clicking on the
"Water Game Settings" to do so, as they are settings for the game. In
addition, the actual location (the wording above, noting the category of "Water
Game" itself is small, and in some situations not a link at all, created a
moment of rereading the documentation in order to find the right location.
The documentation does not mention in the area about the
events and excursions (2.3.6.3.2.3),
how exactly to generate the codes for participants and even if that is
clarified in other sections of the guide there is no reference to where that
is. Thought it is found in the set up for the event, under "View Confirmation
Codes" it is not clearly stated that this is where code is also generated,
and I only made the assumption this is the place to go to after not finding any
sign of confirmation code generation on the creation page.
Based on the tutorials for activities, (Which used section
2.3.6.3.2)
the documentation mentions creative actions as a type of action to create,
though it is an activity, which could be confusing to a developing
administrator. This could either be alleviated as making it part of the
Activity portion of the tutorial or by creating another type of action. Which
action would be taken would probably depend on whether the developer would want
creative actions to be separated as to not feel like an obligatory activity
compared to more straightforward activity tasks, or if they want to maintain
that the two types (activity and creative) are done in a similar manner
compared to events and commitments.
In general these is an issue with the documentation of
Predicates for the Makahiki system (4.5).
No explanation for the parameters is given, and the formatting provided by the
documentation is not used in the system itself. For example:
apps.widgets.smartgrid.predicates.completed_some_of_level(user,
some=1, level_name=None)
is given as a Predicate, but within the system only
completed_some_of_level(2, "Level 2")
where 2 is the level and "Level 2" is the name of the level is used. If that were
not provided as an example in screenshots, using predicates would be more
difficult. In addition, because of this confusion there was an unsolved error
in the award system for badges. When trying to make a badge that would reward a
person for having so many points, I attempted to use the "has_points"
Predicate as described in the Supported Predicates area of the documentation only to not have that work. After switching to
the "completed_some_of_level" method, it worked. This could be
because a special type of predicate is necessary for badges, but this is not
explicitly stated in the documentation.
The Makahiki system is powerful but it is still in its
infancy. For me, this infancy is apparent in some of the ways that the system
handles information and control. Besides the above issues noticed in the
tutorial done to test the configuration system some general layout and
configurations felt like they are between the level suited for a programmer and
a development user. For example when making an action, one is asked for a name,
a slug, and a title. The relationship between the name and the slug is shown as
they fill in together, but the purpose of name is not stated, nor is the
limitation unless it is reached (Name has a character limit). When defining
points for activities, both the point value and point range is visible, but it
is unclear whether both need to be filled in when using a point range, or which
take priority when they are. With these and the prior mentioned predicate usage
needed (both for badge awarding and unlocking layers in the game), it feels
like there is still possible refinements that could be made. Further details
and documentation on the predicates, and inclusion of explanations for
categories, and things like how priority affects visibility on the grid might
alleviate the need to experiment with operations.
Although it is still developing and does have some issues,
Makahiki is still a solidly constructed system that can be used for a serious
game development. I look forward to seeing what could happen as it is refined
and perfected.
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