Monday, May 7, 2012

Cubists Purifiss Design OverUnderFlow Synthesis

The "simple" way to approach this cube puzzle would be to emulate something like the rubik's cube. In our version of this rubik's cube though you're tasked with eliminating the different levels of the cube until you purify it down to a single remaining cube. I like to think a name for it might be PurifIce. (Pronounced pure-if-iss.) Maybe better spelt Purifiss for ease of google search and ability to distinguish from other things?

The way you do this is through rotating the cubes around the central cube as if they were orbiting it. They can only move in four possible directions: forward, backward, left, and right. Unlike many puzzle games where there's a single solution or a single set of solutions to the problem I'd like for this game to do something different in that there are multiple paths to the solution.

One possibility is that for each "level" there's a set of blocks with different properties which could simply be represented by colors. Different color combinations create other blocks that represent those combinations and you have to form a specific combination to get the blocks of that level to eventually disappear. Say perhaps the central cube sits at an odd color and you have to combine all the blocks you have on your current level to match that central block's color, but maybe you have to do it in a certain order. Or maybe you have to do this multiple times like combo-Simon. Then once you do that, the block you've created merges back into the center and you move on to the next level or next color/phase of that level. You do this until all are gone.

I love the idea of either aiming at the blocks respective sides and either tapping it or blowing at it using the microphone to send it in the direction that it would usually have gone had you used some sort of actual physical force. This could be denoted by only having color on the sides that you could affect the blocks movement with. Maybe we reverse these forces? It could be interesting and sort of brain twisting for things to always move in the opposite direction that you might think they would?

From speaking with Ray I believe our aesthetic will be one of mechanic-ice. Cold, rigid, and almost like a puzzle cube you might see out of a horror film. It doesn't look innately dangerous, but there's something about it that just creeps you the fuck out. I see the entire experience being something that's timed. There wouldn't be an actual timer in the form of a shitty clock, but maybe some sort of visual explanation of how close you are to losing. Maybe the cube continuously expands and every time you complete a level it shrinks. If the cube and its counter-parts expand too much then you're stuck in a situation where the AR has become too large for the space you're playing in and you essentially lose. Contain the ever expanding ice.

Here are a few sketches and written stuff to explain a little better:
This kind of shows the visual flow or setup.

This is more of a written treatment, but better visualization of how it might look in 3D.

Sunday, May 6, 2012


The Kaiju Beetle.  Ready to run the Kazoo.  Hopefully he'll be textured by next week.

Really cool AR Sandbox

Just something related that I thought was pretty damn awesome and wanted to share with the class.

Saturday, May 5, 2012

Kajui Kazoo

Our current game named Kajui Kazoo takes the recognizable tactile and visual aspects from the world in front of the player but transforms the game field into a Rampage like game.

Rampage World Tour Gameplay

The game is played using a Kazoo attached to a device that allows the Kazoo to be rotated a full 360 degrees. The Kajui is attached to the kazoo and it translated by the tilting of the kazoo. Here is a diagram of the Kazoo:
The Kazoo would be balanced by the two weights on either side so when the player let go of the Kazoo it would come to rest at the beginning position.

Here are a few design notes.There are a few enemies. The rhino has a drill upon its head. It moves left to right in  a specific pattern. The player is able to destroy the rhino if it comes from behind the enemy. The rocket spawns at either the right or left side of the screen and moves it respective way. One it's at the other side of the screen it leaves the game world. 

If the player is hit by the enemies he will shrink until he is at his smallest size which simulates his death.

The objective of the game is to destroy both enemies and building to get larger. Every enemy killed or building destroyed the player will get larger. When the player has gotten his velocity up high enough the player goes into a special mode which makes him go faster and destroy buildings at an easier rate. Every building destroyed makes the player slow down.

A design document will be posted soon.







Thursday, May 3, 2012

AR games can riff on Installation Art

Installation artists like Yayoi Kusama and Allan Kaprow built interactive worlds decades before Zelda. What can videogames still learn from contemporary technology-based art?...

http://killscreendaily.com/articles/columns/whats-happening/

5 Year Old AR?


I thought everyone would enjoy this awesome video of some crazy AR stuff. I was surprised when I saw how well it was tracking everything, and I was even more surprised when I saw when this video was posted...

in 2007.

Enjoy!

(Also 1:00 is the best.)

Tuesday, May 1, 2012

Kaiju Design Notes So Far

Themes:

The monster comes from a pit in the center of the Earth. The pit is represented by the opening in the Kazoo.

The ground begins to shake, tremble, loud noises ring all around.The monster blasts through the street and emerges through the torn Earth. He begins smashing buildings and taking pieces of it down back through the hole, to once again emerge. Each level depends on collecting enough pieces to create some sort of machine.

The ancient living grounds of the lobster monster has been in their tradition for again, since ancient times. The human species is now encroaching on their land and he won’t stand for it. The lobster monster must destroy the buildings on top of the living ground. The buildings can be put up so quickly it masks it difficult.

The monsters are created in a city science lab who have emerged from a pit in a reactor.

Mechanics:

Jump: The Kaiju leaps up and over objects.

Climb building: The Kaiju climbs a physical obstacle, gets to the top and jumps off.

Punch: The Kaiju punches forward destroying buildings in front of it.

Crush: The Kaiju sends out a shockwave after stomping his floor.

Burrow: The Kaiju goes through the ground and emerges on the other side.

Eat People: The Kaiju eats people and gets health.

Similar Games

Rampage

Rampage World Tour

Enemies :

1st : Dont have enemies. Only have civilians to let player learn and adapt to mechanics and movement.

2nd: police. Slow, small, blue enemies that fire weapons such a pistol. Spawned in police cars out of frame  Get to close distance to player, exit vehicle, begin firing. Player can pick up car and destroy buildings or enemies with car.

3rd: Military. Tanks, soldiers with machine guns, and helicopter. Tanks can shoot very high damaging shots but can also ram monster. Soldiers with machine guns are just upgraded policemen. Helicopter can fly through buildings and get in close to player. Not very damaging. Can hit player if player has climbed a building.

People in building. Have people who are occupying the buildings throw appliances at you, dangerous objects, harmful things, and maybe even really low powered weapons.

Design Considerations

What happens when the player dies?

Do we have multiple stages?

Have fast of an experience do we want. Do we want the ability to jam building to building, run fast, eat people quickly?

Monday, April 30, 2012

AR Mesh Aesthetics


I kept these simple since complex textures would likely lose so much detail after the mesh is distorted as to render them unrecognizable.

1. Solid Colors




2. Solid Colors going into a gradient



3. Solid Colors dying out to gray
 4. Pastel Colors

5. Pastel Colors dying out to gray
6. Sand




7. Colored Sand



8. Digital Mesh



9. Digital Mesh Glow



10. Wood Panel



11. Plasma Container



12. Liquid Metal



13. Glass



14. Glass Frosted



15. Glass Magnifying



16. Glass Fog



17. Alternate Worlds



18. Alternate Worlds Foggy





Kaiju Kazoo Monster Roughouts

Here are some quick rough outs I've done for monster concepts.

I have a really quick rough out of a toaster robot. I'm thinking of turning his legs and arms into like slinky springs. This could be used as a jumping mechanic as well as extending out his arms to punch things.

He currently is pretty far from being finished as I haven't highlighted him or added more flair to his style. I.E. buttons, dials, nobs etc. Things you'd except on a cheesy robot's chest like this.

I've also started to do a rough out of the lobster monster we were thinking of using. Currently I've got most of the highlighting done n him. I'm thinking of making his feet pointier and his head ridge a little bigger before adding eyes and antennae coming off of him.

Here are some screenshots of the rough outs in extra large size currently: