Thursday, May 27, 2010

http://free.hostultra.com/~SN3AKYf0x/ here is our website for all to see, check it out :D

Wednesday, May 26, 2010

Sunday, May 23, 2010

THE GAME

The definate idea for our game runs basically the same as the last post, though we've had some developments on it relating to the purpose of the game, as well as also embelishing on the implementation.


As far as coming up with a game goes, fun is a given but an idea which ties back to a purpose always has more body to it. So, an idea is to make the tails/tags that players use resemble things like an animal's tail or a cattle tag, which would be a good way to make a point about things like fur and leather being used in clothing etc. We were also thinking for a way of presenting final scores for a round, or maybe over-all, we could take photos of players and order them on a large poster using (ideally/awesomely) a polaroid camera.


On the idea of the different tails, I mentioned a kids toy I was imagining which seemed pretty ideal:


Comment any thoughts you have, guys :D

Thursday, May 6, 2010

Pin the tail on the... person walking by

Gamegamegamegame

blurrrrrr that magic circle



Game aim: Pin (or peg? non-damaging) a tail onto as many people as you can in a public area.

Number of participants: 1 - lots
Objects required: A tail, a photograph-device.
Location: Everywhere

How do I play this, you ask?: First you are provided with a rather sharp looking (lolpun) tail-and-pin combination. You must then place/attach the tail to someone walking by, and record the success with your photograph-capable mobile telephone device. The player must then retrieve the tail and repeat the process.

Players will tally up their successful-unique-tail-count at the end of a pre-determined time-frame (say 15 minutes). The player with the most successfully attached tails will be crowned supreme winner. In the event of a draw, the pie will be cut in two.

Wednesday, May 5, 2010

MacJr's ideas for potential game directions for the future and BRIEFLY BEYOND, but not too far, include such favourites as:

-housing the microphone in something game related for added tangibility
-using pitch to control whether the balloon travels up/down (volume is likely to control speed in this case)
-using Wii-mote for poking and throwing objects in the game, as well as waving (to possibly control wind for added speed?) The Wii-mote would also mean that one person could play using the microphone while a second player controls the Wii-mote AKA multiplayer (co-operative) oppourtunities
-Added level ideas:
-city area (pigeons and remote control planes randomly around etc)
-cave? (bats and rock pillars)
-a sea level, just because we can and it wouldnt make sense
-night level, has some ideas like having night planes which can only be detected by their lights flashing in-frequently, rather than just seeing the obstacles, anyone can do that.
-reversed gravity/controls to test how well the player actually understands the controls and how the game works, should also throw them off and make it more challenging.
-More general ideas were things like having levels habited by large birds, or dragons too i guess, which attack and attempt to pop the balloon by swooping or landing on the balloon (which has an obviously way of displaying health or somthing) and in turn means you sink toward the ground faster, so it's effectively more gravity too (more yelling needed as a result). Other possibilities from this could be using the red death dots against the assailing bird/dragon as a way of knocking them off the balloon.

Saturday, May 1, 2010

team meeting next week?

Hey everyone ,I think we need to arrange a meeting around for our new game/updated version of that yelling game.
Could everyone comment on this entry with your available time for next week?
Also I've downloaded wiimote whiteboard and found out that it requires a wiimote while running it. So if anyone owns one wiimote, is it possible for you to share it with us? Please understand you don't have pressure to do that cuz I mean at least we haven't use our budget yet: P
That's pretty much what I wanna to say, and please comment~~~

Sunday, April 25, 2010

Game photograph image thing

So...

From Floyd:
"* Send me video + photo (a 1024x768 photo with game title, 1 sentence gameplay, URL, team) before Tuesday"

Heres a logo, someone get cracking on putting that photo and video business together.

Wednesday, April 14, 2010

Hot-Head-Balloon - Version 1.13

Here's a small update on the game, just fixed a few things in preparation for the presentation.
I think my neighbors are getting weirded out by all my yell/moan/shouts, also my throats sore :/

Also, someone showed me this game, it's sort of similar. Only way more awesome. It's called Gnilley.
Video: http://www.youtube.com/watch?v=QYPwYfbi8jA
Download/info: http://www.globalgamejam.org/2010/gnilley



Download:
hot-head-balloon_ver1.13.swf

Changes:
-Tidied up Game Over screen (score counter fix included)
-Fixed the thrust bug (caused player to rise rapidly)

Tuesday, April 13, 2010

yeah~Happy demo test^_^







Those r photos that took on the test session today. It was pretty fun=)
At the moment, we'v already got a rough version of the game. We r thinking about polishing it with adding more obstacles and levels,etc. Will b posted later by Jeol.

Hot-Head-Balloon - Version 1.12

So here's an update on the progress of our yelling/shouting based game. I've done a fair bit in terms of gameplay (adding score system/game over rules etc).

We had a good discussion+testing session today, and somebody will post about all the new ideas and plans we have for the game above this. look up ^ there for information.




Download:
hot-head-balloon_ver1.12.swf

Changes:
-Added coins (collect for points)
-Added mines (kill the player)
-Added Main Menu, contains instructions
-Added Game Over screen. Displays score and gives option to return to Main Menu or Play Again
-Implemented a Timer
-Implemented Game Over rules. If the player hits the ground or a mine they will get a game over
-Implemented a Score counter. 1 point is recieved every second the player is alive, they can also collect 3 points by picking up coins
-Some slight adjustments to the interface

Bugs:
-If the player shouts into the mic (lets call this chunk of input Shout1) before they enter the actual game, the microphone volume will add whatever the player shouts whilst playing the game to Shout1, resulting in the balloon rising at a massive rate. [I think I know the cause]
-Game Over screen not displaying score counter correctly. [simple fix]

Sunday, April 11, 2010

Hot-Head-Balloon - Version 1.10

So, our group has been discussing a game based on yelling/general-vocal-noisery, and one idea that keeps getting brought up is this...


Name: TBD (something balloony? I'm using "hot-head-balloon" at the moment, get it, like hot-air balloon? only, yea).




How it's played: The player controls a balloon as it travels through the air. They must avoid obstacles and collect points (points will be based on time? However we could add point collecting objects).
In order to stay airborne the player must yell/sing/shout into their microphone to thrust the balloon upward. The balloon will fall to the ground if a certain level of thrust isn't maintained.

Goal: To collect as many points as possible.

How you lose: Hitting an object you shouldn't, whether it be the ground or dynamic objects in the sky (like birds).



Anyway, I decided to prototype the game, there isn't much there in terms of gameplay, but the general mechanics are in place, so at least I know it will be possible to fully implement it.

Download (open with flash player 9 or above):
hot-head-balloon_ver1.swf

Thursday, April 8, 2010

Weights Ideas

I was thinking more into the physical aspect and thought these ideas could easily be changed to use weights and the weight of other people to play, for the Hot air balloon you could have to hold and drop different weights to move the balloon out of the way of obstacles this could be done on the balance board as it detects weight, could be done as your weight counts for nothing and have like various sand bags around the board that must be picked up to weight the virtual balloon to raise and lower it. for the slot cars you could basically do more weight means more speed, I'm pretty sure you could wire it up to scales or summing, these could be done as multiplayer as different weights would be needed to do certain things.

Thursday, March 25, 2010

List of potential things which we could do maybe and improve on

Microphone/ audio input to Flash:
basically, yelling or talking etc directly affects the flash animation. Ideas for the animation itself were as folloze....

The boats on water, level of audio input via mic (yelling basically) distorts waves with boats on them in an interactive flash animation sort of thingy.

The hot air-balloon, rises and falls to avoid objects, the gas for the balloon is released relative to the level of input via mic.

Slot car racing, the accelleration pedal/trigger is controlled by the audio input via mic, again :P one of the benefits for this one is that it still has an interface but is not as screen based as others.

Virtual arguments, probably not operated by speech-recognition, depending on what technology we can get out hands on and work, but where low volume input is comforting to the digital person and loud volume input is threatening. To elaborate, the character always starts in disagreement with something which you must try to convince them on. Depending on their 'personality' and 'mood' different volumes have results to varying effects, when their personality is assertive and their mood is angry, if you were to raise your voice at them then it would provoke an argumentative and negative response. This is in contrast to if they were mellow in personality and in an upset mood (the other extreme), if you were to raise your voice at them then they would more likely be coerced into agreement rather than provoking a negative reaction. (this idea could be fairly cheesy to play and weird without actual speech coming into it, as well as basically virtual manipulation, which doesn't really seem like a good basis for a game :P)

Drinking game, where a consistent level of volume over 80 decibels (or whatever) fills a pint with beer (probably on screen) which the other player must then drink in equal amount. Winner could be decided by who achieved the most bac on their opponents, measured by a breath testing contraption. (random thought, to minimise the 'screen factor' could we actually attach the audio input to directly control a keg or something, also LOL!! )

The interpretation of the 'penis' game, the players are ranked by maximum decibels achieved in a public place (train, tram, shopping centre etc but obviously not somewhere that the environmental noise affects player score) Loop-holes/issues are mainly just that people could easily cheat by holding the mic closer to their mouth which would make their noises seem louder without actually being louder.

Other general ideas:

Game of balance, based on the cowd-surfing idea but made more possible for everyday life situations, eg. on the train/tram, rollercoaster? Basically, an iPhone application which measures how level the phone is kept. The steadier you keep it, the more you win :P

Sewing game, based on the habit many people have, where they move their leg up and down in small, quick movements when bored or tense. Speed of movements defines speed of sewing rate, and general 'you are awesome at this game-ness'. Perhaps done by having iPhone or Wii-mote sensetive to movements from which it calculates information, and yay and so forth!!

Saturday, March 20, 2010

Crowd Surf Racing

2 opposing players must Crowd-Surf over a group (or 2 separate groups) of people whilst maintaining the relatively steady balance of an electronic device that measures current rotation (like an iPhone). Think Egg-and-Spoon race whilst crowd surfing.
If the player drops their "egg" (i.e. allows their electronic device go off balance), they lose. First one to the end of the crowd wins.

Players must pace themselves and coordinate with the crowd carrying them in order to be victorious.

Here are some informative diagrams.

[Figure 1.0] This is the general layout of the game

Much like any race, this game contains a start/finish line, once a player reaches the finish without losing the balance of the device, they win.

[Figure 1.1] How the device will work

If the player loses balance of the device, an alarm will sound signaling their lose of the race.

Upon reaching the end of the crowd, the player must place the device on the ground or a flat surface, this will tell the device that it is stationary and no longer in use. The device will then sound a Winner Alarm!

[Figure 1.2] Probable outcome of victory


And that is my game idea.

Thursday, March 18, 2010

this game will make a lot noise

Hi fellows, I'd like to present the first idea in this blog=) It's about yelling at the game screen. Each player will have a microphone which connected to the game machine.































normally, the volumn of sound will be illustrated as the picture shows above.








however, in this game, it will turn to be a wave which fluctuates differently reflecting different sound.(see the bottom of that pic)

The rule is quite simple--sink the boat on the wave, using whatever sound u could make, yelling, scream, laugh...etc.etc. Different sound will make different effect over the surface of water.





Additionally,you can choose your favorite boat to sink=) Each ship has its own profile, like HP, type. You can challenge yourself by yelling at a birdfarm=D

But all the ship will be at the same level in the situation of 2 players.







Caution:
please play in a good-soundproof space.
A box of peppermint is necessary after gameXD

Sunday, March 14, 2010

Action time

So, this is our team:
J. Williams, Rhyl M, A. Bullivant, C.Brown, Momo

You guys should like, post something here so I can add you to the permissions, and we can get our Maths and Physics for Artists on.