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.
After play testing my initial draft of my game in class and receiving some good feedback, I decided to make my game more representative of a “fire.” To start, I made the points, which represent embers, more yellow and orange, like so: I made the player’s circle into an arc because I wanted the object to represent a steel fire starter. I made the vehicle a darker grey to represent a piece of flint: Then, I added two sounds – a background sound of a fireplace crackling, and the sound of a lighter striking whenever the vehicle/flint collides with the player. I also decided to make the points float down the screen vertically, rather than horizontally, like little embers falling through the air. To start the game, I made a basic title screen: Once the player clicks on the screen, the level changes and the objects of the game are displayed. And this is what “Stoke the Fire” looks like towards the end of the game: I set limits on the size of the array, so when there are no points left, or when there are more than 250 points, the game resets and the embers begin to regenerate anew. I’d like to continue to work on this game and move towards designing a better game feel. Ultimately, I don’t think that I gave the player enough choice – there’s not a whole lot to explore in this game. The only options are to void the flint, and get rid of embers, or to let the flint hit you, and generate more embers. I want to code in more ways of affecting the environment, and see where that takes me.
Space Journey is a single-player game based on the hider/seeker concept. In this game, the player is controlling a yellow circle that can move anywhere in the screen. An orange triangle, the seeker, is chasing after the player. At the same time, the orange vehicle also has its own seeker—a blue triangle with a tail. When the orange vehicle successfully touch the player, two things will happen: the size of the vehicle will increase, and a ripple effect is produced. The ripple effect is accompanied by a sound intended to create a space, futuristic feeling. The effect itself is built based on an array of white rings that sets off and recycles according to the screen touch. When the orange vehicle is chased down by its seeker, counter effect will take place: its size will decrease until it is almost invisible. Besides the basic chasing mechanism, there are two environmental variations: two circles are doing clockwise and counterclockwise circular motions. When the player reaches the black zone, the orange chaser will slow down significantly. With the blue vehicle’s effect, its size will diminish very quickly.If the player reaches the white zone, the orange vehicle will immediately speed up, and accordingly it will enlarge quickly. The inspiration of the game come from the idea of dynalinking (Preece, chapter3). Within a pond ecosystem, perch, beetle, stickleback, and tadpole form a food web that each has its own prey, enemy, and also some irrelevant, mutual-existing members. In this game, I want to simulate this web so that not only the player is chased by a seeker, but the seeker itself is also being chased by something else. Similarly, there is no interaction between player and the blue vehicle, just like perch and tadpole in the ecosystem. For future improvement, I want to add several other environmental variations that can introduce new members and actions to the system. It does not have to be triggered by the player, like the black and white regions. The orange vehicle and the blue vehicle (and its tail) can be initiators, as well as subjects of new movements.
I’m really enjoying coding Inversion because each time I run the code, I feel the difference in play from the tweaking I do. Initially, I had the player (square) move around freely while the enemies (triangles) did the same. Then I had the enemies chase the player while the mouse was pressed. I thought I’d make barriers, and the objective would be to make enemies run into them and destroy themselves. I changed my mind. The enemies chase the player UNTIL the mouse is pressed, however, while the mouse is pressed, an obstacle rises from the bottom of the screen. Right now, I’m working on collision, as well as different positioning of the growing obstacle, perhaps coming from a different side of the screen. I’m also thinking about adding particles once I’ve coded the collisions.