When I began working on this assignment, I wanted to create a dynamic and interactive image that reflected a part of my personality while taking inspiration from Paul Klee. I noticed that in Klee’s self-portrait, his face is divided into geometric pieces of different shapes and colors. In my self portrait, I tried to echo that fragmentation using the arc() function. I created a face of different colors out of quarter circles. The division of a face into four sections seems to allude to facets of one’s personality by depicting them abstractly. I made the eyes with ellipses and then used a rectangles to form the neck and the mouth. The mouth is divided horizontally into two separate rectangles, which is an allusion to the way that Klee divided his own mouth into two tiny rectangles.Initially, I considered creating a few sets of palettes out of chosen colors to depict different moods and emotions, but decided to experiment with randomness instead after considering the tedium of compiling upwards of twenty variables for different colors in the different palettes. Instead, I declared six random color variables and assigned them to different shapes. All the shapes are different colors except for the facial features. I wanted to keep the facial features one color to keep them somewhat stable throughout the iterations of the image. I used the mousePressed() function to reassign those variables to different random colors. I was pleasantly surprised by the interesting palettes the random color variables created. I wasn’t expecting the image’s colors to look as cohesive as frequently as they do. For this post, I took about thirty screenshots and included my favorite ones. The colors definitely work to affect the mood and personality of the face. To me, the quarter circles represent different areas of my psyche circling through different processes and emotions as the colors change. I’m glad that I chose not to use preset palettes for different moods, because I think that ultimately would have led to simpler expressions of emotions (a blue palette for sadness, a red palette for anger, etc.) In reality, human beings don’t usually experience one emotion at a time – we experience multiple emotions across an array of actions and reactions. After speaking with Angela in conference, I decided to further diversify the expressions of the iterations by adding randomness to the dimensions of the mouth and eyes. I made a few more variables for width and height of the eye ellipses so that the eyes could change expressions. The mouth was a little more tricky, because the usual rectMode controls the upper left corner of the rectangle along with the width and the height, which meant that the left hand mouth rectangle didn’t stay aligned with the center of the image and connected to the other mouth rectangle. I changed to the rectMode(CORNERS), which controls the upper left hand corner and the opposite lower right hand corner. This allowed me to keep the inner side of both rectangles at the same x value throughout the iterations.
(the new title card)For my conference project, I continued working on my second group game, “Light the Lamps” (which was a continuation of my first group game, “Relay.”) I renamed the game “Lamp Lighter,” and updated it quite a bit. In “Lamp Lighter,” you play as the titular character whose job it is to protect its city’s lamps from evil bats who seek to snuff out their light with red goo. Background: As I mentioned in my post about my second group game, I wanted to add a background that was Victorian London-esque. I’ve included pictures of my drawing process:
(the first sketch)
(after another sketch, the line work process started)(the finished background!)
I decided to keep the background mostly gray with highlights of yellow.
After play testing my second group game in class, I decided to change the color of the player and make an avatar for it, to really help it stand out against the background:
Though I toyed around with random motion for a bit, I ultimately decided to keep my bad guys moving vertically in a straight line across the screen, but with random x coordinates, so that they’re not too predictable. Random motion ultimately made the bad guys too unavoidable, and this way the player really has a chance to explore the terrain of the game.
(a frozen bad guy) Sounds: Finally, to put the finishing touches on the game, I added some sound effects from freesound.org. To start, I added an eerie track of multiple people whispering for the soundtrack. I also added an ominous noise for when new bad guys spawn (which happens whenever you press on the screen,) and a freezing noise for when a player collects a power-up. All in all, I’m really please with how this game turned out. I definitely got it to where I wanted it to be aesthetically, though there’s always room for improvement. There are still some bugs in the code that I’d like to work out (lamp posts staying red even after the player touches them, bad guys never unfreezing, etc), but once those are taken care of, I might have my first “finished” game.
I want the bad guys to cover the lamp red section by section, but I’m still working on writing that code. Right now, the globs are an array list within my bad guy class, and the bad guys are an array list in the main class. I might change the wrapping pattern of the bad guy so that they’re harder to avoid, or add a different bad guy that does something else, like shooting globs that freeze the player momentarily. I also want to add another lamp so that the player has to cross back and forth between the lamps while avoiding the bad guys.
I still have a lot to work on, but I’m confident that I can get the code written and design a more detailed interface. I’m working on drawing a different lamp lighter on my tablet, who looks more like this:
I also want to design a background that looks like a street in victorian London, and make a better title screen. I look forward to posting about my game when it’s all finished!