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.
Sunday, April 25, 2010
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
Changes:
-Tidied up Game Over screen (score counter fix included)
-Fixed the thrust bug (caused player to rise rapidly)
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.swfChanges:
-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^_^
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.
-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
-Game Over screen not displaying score counter correctly. [simple fix]
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.swfChanges:
-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
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!!
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!!
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