During our playtest we found that our game was for the most part a success. We had one downfall from the playtest and that was to some the game felt a bit stupid a novelty. Isaac and I got together to try and figure out how we could make the game seem less like a novelty and possibly improve the experience of the game and maybe add one more aspect. While we wanted to stick with Angela being the teacher we decided that the main issue from this game was the background music. We thought that the music would provide a fun environment that the player would enjoy. Sort of making an environment cartoonish. So we decided to scrap the music and add a more serious track that doesn’t make the game look novelty. Finally we wanted to add one more aspect to the game before turn in. We went with hall monitors. We added a few black circles bouncing up and down the screen that if you collided with, the teacher would slowly start to edge out onto the screen. Once we did this we were ready for turn in. This screenshot is the game with a few aesthetic changes (we made a couple things invisible) as well as the hall monitors.
After some hard programming we finally have a functioning game that we will go to playtest in the class. So we have that interface I posted in my last post, but now we have an official lose state and win state. And we figured away around circle to triangle collision. For each vehicle we have a circle that travels with it. That circle interacts with the in place circles so that we could do circle to circle collision. For our win and lose states we had a little fun and had our teacher be Angela. If you won the game, Angela would come out and say “Glad to see you’re all in your seats.” But if you lost, Angela would come out and say “This will be reflected in your evaluation.” With these states we also added a win sound and a lose sound. For some fun as well we added the Benny Hill Theme Song as our background music.
Isaac and I are working on a conference game together. The entire semester we have been working on an idea called BridgeBuilder. I’ve mentioned it various times in earlier posts. However, we have finally decided to not do BridgeBuilder we have been back and forth about doing it, but in the end we aren’t ready to make BridgeBuilder exactly the way we want to. So we decided to use our hider seeker game into our conference work and really flush out an idea and incorporate a lot of what we have learned this semester. Looking out both of our first hider seeker programs and other classmates programs we noticed that there weren’t a whole lot of games. We saw a lot of really cool code art, but we really wanted to make sure that we made a game out of this. So we came up with the idea of Attendance. The basic idea of Attendance is that you have to get all your classmates in their seats before the teacher gets to class. This screen right here is the beginning interface of the game. We hope to program it so that each triangle stops in the same colored circle. You will also have 15 seconds to get to your seats.
Before creating a game using the hider/seeker engine I wanted to practice with it first. So in this simple exercise I created a simple circle that is being chased by a triangle. In this program each quadrant does something different to the size of the chase, the speed of the chaser, or the maxforce of the chaser. The maxforce is basically the ability of the chaser to make tight turns. As the force goes up, the chaser can make sharper and sharper turns. These screenshots show what they do for the most part. Some of the changes only can be seen during the program running since speed and force can’t be captured in a picture. The top left quadrant makes the chaser much bigger, the top right makes it normal, the bottom right makes the chaser very fast and the bottom left makes the chaser very slow. While this isn’t a game I hope use the experience of this program to help make the hider seeker game.
I think I had the most fun playing around with particle systems. I spent a lot of my time just going into the base particle codes and just messing around with them seeing what I could make with them. At some point I had gotten the particles to be white and fly to the edges of the screen. I looked at this and thought of one thing and one thing only. In star wars when any ship goes to hyper speed you see the stars start to stretch and the ship speeds up. This was my inspiration to make a space themed game. The premise of this game was to destroy the enemy ships attacking your ship. The most successful way for me to make this was to make the game first person. I played around with adding text as well as sound. During the game the text goes up on the screen and then 4 enemy red square appear on the screen and in order to kill them you have to hit them with your mouse. With each mouse touch I added a second particle system to act as an explosion. Basically when you touch the screen the a splash of blue circles appears to signify you shot your weapon. I never made an end to the game so once all the squares are removed they come back and you can continue forever killing the enemies. The four screenshots show each phase of the game: The very beginning space screen, the text instructions, the enemies appearing, and the particle explosion. This will be my open studio game.
Transforms were some of the most confusing things to get working for me. For this assignment, using the transforms, we were supposed to make a program that was like an amusement park in some sort of way. I wanted to capture the essence of amusement parks in my game/exercise so I asked myself, “what do most things do at amusement parks?” And I came to the conclusion that most things there move quickly changing speed and trajectory. One of the first things people ever go on at these parks are either the Tea Cups or the Scrambler. Both utilize that key component of rapid movement. I also wanted the colors to change rapidly because amusement parks also have lots of flashing lights. So I started by making several circles, giving them each a case. Each circle had a heavy stroke with a small orb in the middle that, because of a random color generator, would flash different colors. Each circle starts in the same location as the other, but they all have different speeds and spin around until they all meet again at the starting point. Image one is just after the program starts while image two is the first phase of case planes moving. Image three is the case planes changing speeds so that they create a cool design. The most confusing part of this was to get each circle to spin at different speeds. I wasn’t making them a class, mainly because I wasn’t sure how to, so I decided to put each circle on its own case. Each case spun at a different speed which created the effect that the circles were speeding up and slowing down as the program ran. For a name, I decided to call it Records as the circles looked like vinyl records.
So for the group game, my group first worked on a project that we called Bridge Builder. And for bridge builder the basic idea was that there was a canyon of death that your character needed to cross and in order to cross it you needed to collect certain shapes to build a bridge and then cross it to the finish line to win. We were really heart broken when we decided that the game was a little too complicated at this point for us to design so we had to table bridge builder in favor of another game. The next game idea we had, which ended up morphing into bammer was a game where you had to avoid several moving triangle and build up your score. Originally the game had no end but death, so we decided that once your score reached a certain number a goal would appear and that was how you won the game. The first edition of the game featured around 16 triangle with their points all randomly moving in different directions. However, we quickly had to ditch this idea because circle triangle collision was causing us loads of issues so we had to come up with another way in which we could program our triangles so collision would work. We discovered an interesting way to do collision in this process and ended up using it. Instead of using distance between points and if that distance was less than 0 making collision, we defined each triangle and the player a given area. And once those areas were defined we were able to create a collision function revolving around whether or not the areas intersected with each other. This worked out extremely well and when the player collided with a triangle the screen would flash red and you would hear an audio clip of me saying “Bam” (thus the name Bammer). The next part we tried to program was the goal at the end. We were able to get the goal to appear however, we went back to trying to use the first collision code rather than use an area code. This proved to be unsuccessful and so our game at this point doesn’t have an end and we were unable to add a game loop because of it. I am interested in going back on this game for conference and making it work completely as well as simplifying a lot of code. .
For the next lab I wanted my race to the end monster lab to be a simple game where you avoid objects moving up and down the screen to reach a safe zone. Basically it is the idea of the world’s hardest game. (if you don’t know what that it, google it and you’ll get the idea). So for my game I had 4 elements. I had the player, a circular dragon (at the top of the screen), a town(bottom left of the screen), and a number of squares that would be bouncing from the dragon to the bottom of the screen. The goal is to get your player across the fire and into the town without being killed and then eaten by the dragon. And so after getting the interface down, the next part was motion. Getting the squares to move and bounce was simple and so it was time to get to collision. This is where I had the most trouble and still have trouble today. When I write the collision code in and I declare all of its necessities. The game just ends up lagging/going slower and the collision is still non existent. I am not sure what exactly I am doing wrong, but one thing is for sure and that is that there is no working collision in this game :/.
For the first lab I wanted to keep things simple using the circular motion code. My idea for my game was to have a bunch of rotating circles across the middle of the screen constantly rotating. Then by pressing on the screen you would change the color of the background from black to white. It took me a while to get this part down and at this point it isn’t really a game, but just sort of an interactive graphic. If I were to go back to it I would probably add a third element of the circles changing color and depending on the color, you would have to change the background to that color. I could see this working really well with more colors although thinking about it, the circular motion part of the game is really not necessary at all and purely just an aesthetic thing rather than a functionality thing. The first Image is the base of the program where the circles move in the middle of the screen and the second image is when you press the screen and the background turns white while the circles stay moving. The next step for this exercise if I wanted to keep moving forward would be to make a Simon Says Game out of this. Where the circles change colors and around the border of the screen there would be different colored shapes you would have to match up with the moving circles
This is the initial sketch I drew after we experimented with hider/seekers using vectors. I wanted to experiment with lots of particles seeking around a central point. I began trying to implement seeking into a particle system, and this was the first program that came of that: Around the same time I was thinking about various ways to visualize sound and sound processors in a visual environment: I decided to look into audio generation in processing because I figured that there would be some way to generate audio in real time. I was chasing after the idea that I could either affect the audio with the visuals, or the visuals with the audio.