The game is done. This is the newest edition of Standoff. It’s a pretty easy game to play that involves basic mechanics. The player is the cop aka triangle at the bottom of the screen, there is the vigilante aka red square who’s at the top of the screen and there is 2 circle shaped hostages and they are between the cop and the vigilante. All of the shapes are bouncing along the x-axis with different speed. The goal for the player is to catch the vigilante. and in order to do that the player has to tap the screen at the same time the cop and the vigilante are around the same y-axis, of course there is a risk of hitting the hostages since they are in between and the player loses in order to do so. The player gets 4 attempts in 1 game. If the red square is caught by player it’s showed by a line and also a text appears “YOU WON” and hostages come down towards the cop aka the safe zone. if you hit one of the hostages same thing happens to the hostage while the text says “YOU LOST”. The restart screen pops up after a tap if you have 0 ammo left or if you hit a target. And if you tap it the game starts again. After the second post I’ve accomplished all my goals I was suppose to do. It loops perfectly and it restarts properly as well. I had to make a “void restart();” function and I cut all the code from “void setup();” and pasted it to here. After that I have put “restart();” under RESET case and it worked properly. I changed the font as well using “PFont” and loading Gungshuh font which I think is way better than the former standard form. Overall I am really satisfied with what I have. It was definitely worth all the hours I sat down and read the print out of the code. It took me forever to solve the restart problem but the way I figured it out by myself made me understand every single piece of coding I’ve written one more time again. I think It ended up being a great game. I am glad I got the learn the processing language and throughout the semester I felt like I got better every day as a coder and definitely want to improve more.
After a while I worked with the code, I made the necessary changes for standoff to be a better game. At first I changed the color. The background is a dark grey bluish color and the cop(player/triangle) is black while the vigilante(square) is red. The hostages are still white at the meantime. Secondly I fixed all the mistakes that made standoff not to run on a tablet now it works. It was a mistake with “init()” function that wouldn’t make it run on a tablet and it was fixed while I discovered after I attentively read the printouts. Last thing I adjusted was the shooting line. I’ve created a line when the cop(player) hits either of the targets. I have made its “strokeWeight()” big so it looks like he kind of caught him with a whip. There was still something I could not figure out. I used loop to make different cases so it would restart the game. The RESTART level worked so the start page would come back again after you tap it but the game would not restart it would just the bring the old game screen wherever its left from the previous time. I feel accomplished a lot with this game so far but I think it can still be better.
When we were on “Race to the End” earlier this semester, I’ve made a game called standoff. It was a pretty good game overall (I think it was the best thing I’ve accomplished so far) but I thought I could make it better. Honestly it wasn’t enough of a time for what I could have done and besides that I heard some really good feed backs about it which motivated me to work on it again. I was also told from my classmates that I could make it better if I made some changes. All these reasons made me want to work with standoff again. First off I think game like standoff shouldn’t be just black and white therefore I decided to add color. Secondly when I presented standoff during my conference I could not make it run on a tablet, so the goal is to fix that of course and make it a proper tablet game with needed additions. One of the suggestions from my classmates was I should add something that shows the cop is shooting (either a bullet or a line) so I think I will try to add it to the new version as well. The main goal is to make standoff a better game. It might end up being quite different but I think it will be overall a better game. If I can I honestly would like to put it on the store.
For this lab assignment I used the transforms lab and made some adjustments in order to make it a fun ride. There is one draggable object and the other four squares are turning respect to each other clockwise. The goal is to drag the draggable without touching the movable hands (just like a watch). Once you start dragging the object all of the shapes become black and that represents that the draggable is available to move it around. This was one of the exercises that I struggled with because It was first time for me using the matrix in Processing. Even though it was a bit challenging I think as a whole I learnt how to set up a basic matrix and use translate in order to complete the lab assignment. I wanted to use repetition and patterning in different ways as it explains in Chip Kidd A Kid’s Guide to Graphic Design. Ege Ozcan
For this lab I wanted to create a circular rotation based ride and during the ride the shapes that are moving around can change depending on location of the mouse if on a desktop or the location you drag if on a tablet. The goal was to create diversity of movement and at the mean time the random generator changes the color of the background simultaneously. I got this idea from the solar system example that we have seen it during our labs and I thought I could make something cool out of it by adding a little bit of creativity and using the design techniques I’ve seen from Chip Kidd. The shapes can be anything such as a line or a circle. MouseX and mouseY decide how the particles are going to be shaped so all you have to do is move on the screen and enjoy the ride. I thought it was interesting using arrays and ı think it was a pretty useful lab and I am glad I have accomplished it. Ege Ozcan
Interface and first ideas about our game We wanted to make a skinny dipping game, incorporating the Flocking labs. The player will be chased around the screen, scoring points for dipping in pools (which are randomly placed for variety’s sake). If the seeker catches you, that’s GAME OVER. We made a little skin-tone dot to represent the player, but we had trouble getting it to move how we wanted it to (automatically, steering towards the cursor/finger). We ended up with a player character that just teleports to wherever the mouse is clicked. There’s a (police) Vehicle chasing him. The skeleton is more or less there. What we need is to get the movement down, and to figure out how to record score when you’re in pools, and to detect collision between the player and the vehicle. Developing the game and figuring out the problems we’ve had
To solve the movement problem, we just replaced the little player-dot with a second vehicle that chases the cursor while being chased by the enemy vehicle. This made collision difficult to figure out. We thought that putting the player character in its own class would help, but it did not. We also still had no idea how to make the code detect when vehicles were in water, since the parameters/coordinates were randomized. And so there could be no score. Also, we made the colors awful :) but that is something we could fix of course!! Rudimentarily-Finished Skinnydipper
All the mechanics that we set out to create have been created, and they all work!Actually-Finished Skinnydipper
- Corrected the hideous color palette, first and foremost.
- Had do give up on the randomized pools because they made the next part impossible:
- Vehicle-in-pool detection, which is the basis for SCORING.
- Vehicle slowdown (reduction of maxspeed) while in the water. The chaser vehicle is slightly more affected by this than the player’s vehicle is.
- Vehicle-in-pool detection now gives the player a SCORE (one point per frame spent in the water)
- Collision now actually ends the game, and the police carry you off the screen.
- The Player character is back in his own class.
- Gave the player character has his peachy skintone back, and the enemy is navy blue because he’s the police.
This is my monster game, The player is the monster which is represented with a big red circle. The player starts at the bottom of the screen and his goal is to reach the top while touching the white circles which are the moon children. Once you touch them and reach the top you accomplish the mission. White circles are bouncing around the screen and one of the circles is the determinant of day and night concept. Once it is a red screen it means its day and that is why the player is unable to appear. It only comes at night and that is when it can eat all the moon children and win the game. While I was working on this game I have created 2 classes and it was my first time dealing with them so it was a bit of a challenge. It was suppose to be just a black and white game but because I wanted to show that monster breaths fire so I decided to go with red which is also the color of day time on my game. I added a timer as well so that player can see it. It was also my first time using timer as well.
The game is called UP TO THE CIRCLES and the goal is to bring the square between those two circles which are doing a circular motion. On the bottom left player is able to see its score and to goal is to get as close as to 100, so 99 would be the highest score you can get but once you get to 100 that means you exceeded the limit which ends the game. It was my first time using circular motion and if else statement so I decided to be as simple as possible. In order to move the square I used mouseY to move it vertically so square is just able to move on the Y direction. Every time Y is in the circle’s range the score increases pretty fast. In order to get 99 you have to be really careful. Once you get 100, the text that says GAME OVER pops up on the screen to let you know that you lost the game and if you get 99 game pops a screen that says HIGH SCORE CONGRATS!!! As a first game I felt pretty confident using the code and understand stuff, but I hope to come up with new stuff in the future. Enjoy playing UP TO THE CIRCLES!!!
In an attempt to introduce some kind of player choice to our black and white hostage game, we’ve decided to simply display different messages depending on which shape the player ends up murdering. This seems appropriate since the only real mechanic is murdering people, albeit abstractly. One of the hostage circles is a bank teller, and the other is The Doctor, who was just passing through. The player character is a hard-boiled alcoholic detective far past his prime, whose marksmanship is not what it used to be. The enemy square is some mafioso character whose backstory doesn’t matter because he’s only there to get shot. That’s all pretty inconsequential but in this case it’s the only way of actually making the player’s choice mean something. However bound we are to the cops-and-robbers template, in which the good guys shoot the bad guys, the good guys always have the option of doing some heinous villainy. We haven’t included any motivation to murder the innocent circles, but without a plot or a scoring system there’s no real motivation to properly do your police job, either. So the imagined dramatic arc is more of a thematic skeleton. But that’s a summation of the player’s choice in ‘Take The Shot, Murphy’. It’s Groundhog Day but with only 4 possible outcomes, and they’re all rather nasty. our detective is the triangle object and doctor and bank teller are the hostages which are shown as a circle and the bad guy is represented with a square. All 4 of the objects are bouncing on the x axis and the player has 3 attempts too shoot the bad guy which means has 3 attempts to be on the same x-axis with the bad guy. The goal is to be able to press the button/ tap the screen while they are sharing almost the same x values. Once you win the game this screen pops up and lets you know that you are the winner While you are trying to shoot the square the circle might get on the way and that kills the hostage which means you automatically lose the game. After you either win or lose a game over screen pops up After you press one more time loop initializes and game restarts. Ege Ozcan Chris Manfugas
Our game is an abstracted sort of hostage scenario simulation. We’ve created the player-controlled triangle, the enemy square and the neutral circle(s), all white against a black background. The concept is that when the screen/mouse is tapped (which is the player’s only input), the triangle (who in this case is a cop or something) fires a shot and instantly kills the object directly above him. The aim is to not hit any circle-hostages (which we’ll soon create more of) and to wait for the right moment to tap/click, killing the enemy square and then maybe advancing to another screen.At present, all objects are bouncing back and forth across the screen horizontally. We plan on adding circular motion as soon as we figure out how to include it in the same class as the bouncing circles. We also want to try and make some collision/bouncing happen between circles, which seems like it’d be characteristic of panicky hostages running amok. Where we’re running into problems is widening the target area (hitbox?), or the invisible line/column between player and target that determines whether you hit or miss. Right now the objects technically only cross each others’ y-axes for something like a millisecond, which makes the central mechanic almost totally dysfunctional.
Possible addition: Make everything invisible except for whatever passes through the triangle’s column of vision, forcing the player to do estimate where everyone is, heightening tension and making things more difficult. It may also be fun to limit the number of shots the player’s allowed to take. If done effectively a one-shot game could be a lot of fun.That covers the interaction design but not player choice, which so far is the least-developed element of the game (this will change once the basic skeleton is working as it should). Right now if you tap at the right time and ‘hit’ a circle, text appears for a moment that says “Hostage is down” or “Misfire” or something to that effect. However there is no consequence for doing so. Neither is there any feedback for ‘hitting’ the enemy square. One concept that we’re messing with, once the basic skeleton is moving as intended, is using the postmortem negative space of the game screen to graph all the dead shapes. The coordinates at which they died could remain filled-in in the next round, and those spots might then become walls/obstacles for characters to bounce off of or hide behind.