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  • ramiroc1 2:12 am on May 18, 2012 Permalink | Reply  

    Heart Racer: Midterm Project Link 

    I am adding a link here to Heart Racer, the midterm project I did with Amira, since we put up a joint post for it under her name – http://makingtoys.net/2012/04/05/heart-racer-the-game/

    Here is a video of the project -

     
  • ramiroc1 1:58 am on May 18, 2012 Permalink | Reply  

    Jordan Mechner at NYU 

    On Thursday, April 29th, Jordan Mechner gave a talk at the NYU Game Center that spanned his entire career.  Mechner released his first hit game, Karateka, while he was an undergraduate student at Yale.  He started his most famous piece, Prince of Persia, before he finished school.  He later led the creation of The Last Express.  He was also a writer and designer on Prince of Persia: Sands of Time.  Finally, he wrote the script for the Disney-Buckheimer blockbuster movie based on his Prince of Persia series.  Below are a few tidbits from Mechner’s talk:

    (More …)

     
  • ramiroc1 1:56 am on May 18, 2012 Permalink | Reply  

    Major Studio Final Paper 

    My final paper can be found here – http://dl.dropbox.com/u/10445954/SuperFlyPaper.pdf

    Video of the game in action can be seen here (warning: the uncompressed video is 312 MB): http://dl.dropbox.com/u/10445954/SuperFlyVideo.avi

     
  • ramiroc1 10:40 pm on April 26, 2012 Permalink | Reply  

    Jetpackers Thesis Draft 

    Jetpackers is a collaborative action game about navigating spaces.  Set in a side-scroller environment, Jetpackers asks two players to help each other move through dangerous levels by using their jetpacks as well as by shooting each other.  Getting shot by a friend gives you a boost, allowing you to reach zones that were previously unreachable.  While Jetpackers is about cooperation, it’s also about precise movement.  Analyzing it from a game designer’s point of view, it’s about creating very tight, balanced controls.  It’s about pursing a mechanically-sound movement structure where the player feels like her actions affect the game exactly as they should.  It’s about making the player feel like she is not fighting against the movement of her character, but using it as a tool to fight against the environment.

    ***

    Five Questions I Would Ask The Perfect Guest Critic

    1. How do you feel about the character movement physics?  Would you change the jetpack thrust and gravity physics?  Would you change the horizontal movement physics?

    2. What would you do about player “death?” When the player hits an enemy or a spike, what do you think should happen to her?  Should there be check points?  Should the player be sent back to the last platform where she stood?  If I do the latter, how do I deal with the player being hit by an enemy when she’s standing on a platform?

    3. How would you deal with the problem that both players can time their shots perfectly so they go up forever?  Should a player who just got hit with a boost shot not be able to take another shot for X frames?

    4. While I have many ideas for how to turn this into a single-player game, I would love to hear more ideas.

    5. Are there any tips on platformer programming, especially when it comes to cheap collision detection and dealing with things like moving platforms and scrolling?

    ***

    1. Jetpackers is a collaborative game about navigating digital spaces.
    2. Three big findings:
      1. People often play around without being given a goal.  In the long-run, it would be interesting to make playful levels that allow players to explore without explicit goals.
      2. While the fuel limit is interesting and important to the game, it’s also good to have areas with no fuel limit.  Once I created those, it opened the game up to a very different style of gameplay.
      3. People often want to mess with each other, even when you tell them they are playing a coop game.  Even though it wasn’t my original design goal for this game, I should consider creating levels in which people compete with each other.  In these levels, you would want to shoot the other player to mess up her flight path.
    3. Three differences from prior art:
      1. Shooting each other as a collaborative mechanic (prior art: most shooting games, such as Contra)
      2. Limited fuel jetpack flight (prior art: Jetpack)
      3. Analog jetpack controls (prior art: most jetpack games, such as Jetpack)

     

     
  • ramiroc1 9:40 pm on April 9, 2012 Permalink | Reply  

    Ramiro’s Ideas For Final Project 

    1. An exploration, interactive software piece about planting and growing trees, flowers, and maybe even animals.  This piece would feel like a game in that the user controls a character that moves around a world, but it wouldn’t have the implicit goals of a game.
    2. A conceptual art piece about pleasure and death, Little Death is a machine that sexually stimulates the user at an ever increasing level until it kills the user.  Influenced by Euthanasia Coaster, this Little Death would cater to someone who is trying to commit euthanasia in a less thoughtful, but more extreme manner.  This is most definitely a purely conceptual piece.
    3. A scale that goes under your fridge.  As your fridge gets lighter, the scale automatically orders more food from a grocery delivery site such as Fresh Direct.  The scale doesn’t care what food you’ve eaten, so it helps you learn which foods you actually want and which foods you avoid until your fridge is almost empty.  This would lead you to eat more foods you like, ignoring those healthy foods that you had thus far been obliging yourself to eat before you go back to the supermarket.
    4. Needy Buddy is a kid’s toy.  Advertised as a companion buddy, this plush toy has multiple input devices, such as a microphone, an accelerometer, a camera, buttons, and even a pulse sensor.  The Needy Buddy starts out his relationship to his new “friend” by asking him to perform simple care-taking tasks, such as asking the user to hold his hand for a few seconds a day (pulse sensor) or tell him a story (microphone).  As time passes, though, the Needy Buddy starts to request more and more from the user, showing himself to be visibly upset when the user doesn’t respond to his requests.  After a few weeks the Needy Buddy becomes nothing but a hassle, but hopefully by then the user has become attached enough to the Needy Buddy that she cannot resist his endless requests.
    5. An installation game about deception including multiple forms of technology.  This isn’t a fully-developed idea in my mind yet, but I’d like to create a game for about 20 players in a public space.  The game is themed around the cold war, and each player receives one of three secret missions – nuke America, nuke Russia, or make sure nobody gets nuked.  Throughout the game players can request more information and tools from a game secretary, who is an outsider who is running the game.  Players also try to receive information from each other.  Players can also interact with old computer terminals as well as buttons large red buttons on the walls of the venue, but they want to take all their actions as secretly as possible.  Finally, the overall nuclear scenario is projected on a wall so that all players understand how the game is leaning (nuke America vs. nuke Russia).  As I mentioned before, this is not a fully developed idea, and possibly one that’s too big to accomplish in such little time, but I might still try to pursue it.
    6. A minimalist baseball game.   I’d like to explore the core mechanics of the baseball games without having to bring along all the baggage that’s attached to complete baseball games.
    7. Badges for watching ads.
    8. Chat Roulette in public spaces.
     
    • ramiroc1 10:18 pm on April 9, 2012 Permalink | Reply

      The hardest part of this exercise was trying to come up with enough ideas that I might actually want to implement. The ideas I came up with often seemed too far-fetched at first, but then they would then slowly get molded into ideas that I either liked or at least found interested/funny enough to want to create. The easiest part, as I just mentioned, was finishing up the ideas.

      My two favorite concepts are the minimalist baseball game and the cold war installation game. They are both projects that I could see myself creating; projects that I think I actually believe I have the expertise to do well.

      My least favorite concepts are the Needy Buddy and the fridge scale. They are both semi-jokish concepts that I don’t know if I could create very well.

  • ramiroc1 10:28 pm on March 19, 2012 Permalink | Reply  

    Ramiro Midterm Journal Entry 1 

    I came into this project quite unsure about what to do.  When Amira and I teamed up, she already has a core idea – a game in which your heart rate affects the color of boxes.  It was an interesting concept and I was eager to be part of it, but I was worried that I wouldn’t be able to add much to her idea.

     

    I hadn’t worked with someone else on a game idea in a while, so it was interesting to see how our back and forth helped further develop her strong concept.  We quickly started thinking about how to get the game away from the screen, paper prototyping a handheld device that would serve the same role as the screen-based game, but in a portable format.  We also added cards that the player would draw, guiding her by providing the colors she would like to match.  The main drawback is that the computer no longer checks the outcome of the game, but this is not necessarily a problem.  Checking the outcome of your own game is an integral part of board and card games, so our goal here is to make this feel more like a digital version of a board game than a handheld version of a videogames.

     

    Programming the initial prototype has been more straight forward than we expected.  We had some problems in the beginning, but once things got going we were able to create an implementation prototype that satisfies our needs.  The implementation prototype is screen-based, but it works well.

     
  • ramiroc1 1:39 am on March 2, 2012 Permalink | Reply  

    Memory Toy 

    The memory game is a small box that uses three buttons, three LEDs, and a speaker to test the user’s memory. Each turn the user sees a pattern of lights (and sounds) showing the order in which she should click the buttons. Once the pattern finishes, the user must click the buttons in the correct order. If she does, she gets a longer pattern. The pattern gets longer and longer until the user can no longer keep up with it. If she enters an incorrect pattern, all the lights tun on and she must restart.

     

     

     
  • ramiroc1 11:12 pm on February 16, 2012 Permalink | Reply  

    EmoBox 

    An emotional box.

     
    • ramiroc1 11:22 pm on February 16, 2012 Permalink | Reply

      1. While I was aware of this, it’s easy to forget how much of the time you spend on a physical computing project comes down to debugging. Unlike software debugging, where 99.9% of the time the problem is with your code, in physical computing you have to worry about two different problem areas: software and hardware. This can make debugging a bit fun (it takes you away from the screen), but it can also make debugging super frustrating when things go wrong.
      2. Working with 3 LEDs of different colors in a clear box lined with paper, I expected the LEDs to simply blend together to make new colors. It turns out that diffusing LED light is not as simple as I expected. Whenever I managed to diffuse the light more thoroughly, it became almost invisible. I had to settle for a not-quite-diffused light.
      3. I’m still making simple mistakes that I did not expect to make. For example, I put both legs of an LED as well as the ground wire on the same line, so the electricity was just skipping the LED and going straight to the ground wire. That slowed me down for a few minutes.

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