Saturday, April 21, 2012

5th Ave. Frogger

Using live real world events to influence a game. Very interesting. There's a camera that records driving data and streams it into the frogger game. At least, I think it's streaming. Take a look.

http://games.yahoo.com/blogs/plugged-in/fifth-ave-frogger-takes-arcade-game-streets-182049428.html

Wednesday, April 18, 2012

Dragon Tails of Rock

Dragons are real.

Our game involves a dragon that breathes...hair. As the player, you are trying to cover the town below you in hair and pass on the soul of rock to everyone in the town.

This is our second round of prototyping this game.
In this prototype the phone is the dragon, a first person view. The 'y' value of the dragon is determined by the phone's position from the image marker. When the player touches the phone screen the dragon will begin to spew hair.

When the hair hits the ground it will deform the mesh to give the effect of hair growing. When the hair hit's buildings the building will also grow hair.

As of now, the objective is to get as much hair on all the objects as possible. If the buildings have a low amount of hair on them they will continually lose a percentage of the hair.

As the hair hits the ground or buildings it will continue to spread. If a building is close by some hair might creep over to the building and begin converting it. We feel that the hair spreading mechanic is very important and we are prototyping this currently as well.


Here is how we plan on prototyping the fire spreading mechanic. As of now we will have two cubes that represent buildings. There will be little cubes that are on one building and they will move to the closest building. Only a small amount of the cubes will move to the new location.

Here are some final notes and quick design ideas. When the dragon opens his mouth to breathe fire having a Van Halen esqe scream would be terrific. We also talked about having "rockstars" that are created throughout the environment. These "rockstars" would attract villagers or people to them making it easier for the dragon to either eat them or cover them with hair.

Thanks for reading.

Tuesday, April 17, 2012

Cookin' with Splooge

A few ideas that were brought up to add more "game" elements to the taffy game


whether or not we stay with the flesh taffy concept, we could have meshes that the player has to stretch and drape the taffy over, giving them a score or rating dependent on the amount of surface they are actually able to cover. If we went for the more fleshy concept, we could have each mesh be a body part and at the end bring them all together as a Frankenstein like taffy creation.

From the top down, we reach in for the taffy but there are obstacles in the way so we have to navigate the taffy around them.

From the wall, we have the taffy leak out and we have to catch it onto a stick or other object twisting and moving around to catch it all

Outline for the Cookin' Oven Puddin' Island

This is essentially how I see the game/toy flowing from start to finish in a big overall outline.

Real Life Nerd Toys...This may...inspire you.

http://www.stumbleupon.com/su/1joAOM/dvice.com/archives/2010/12/11-cheap-gifts.php

Monday, April 16, 2012

Glamrah Dragon of Rock

In an age where minstrels pluck dandy little songs on their lute and Gregorian chant is considered rad, there lives an epic creature. Born from rock, living in a cave of rock; it was made to spread Rock! Play as Glamrah the most powerful glam rock dragon to exist. You’ve decided to help these poor towns and villages by making them rock! What’s the key to rock? Awesome hair! Spread style from town to town with your hair breath!

In Glamrah Dragon of Rock you fly from town to town to spread awesome hair styles with your potent breath.  The genesis of the game came from Ted’s simple, but fun airplane game and the fun of setting things on fire and watching those fires spread. We started with a traditional fire breathing but were encouraged to make something a little more off the wall.




Sunday, April 15, 2012

Put it in the Oven, Out comes the Puddin'

So from my point of view the main idea of our game is that we put something into some sort of device and it comes out the other side changed or transformed somehow. A good example of this would be something like an oven. Where you alter an object and then place it in some sort of machine which will synthesize the objects within to form something new. Right now the ideas seem to have been revolving around some sort of flesh candy shop where we bake/create salt water flesh taffy.

So far we have the occlusion working with some help from Ted and a giant flesh tube being held within to the music of Creed.