29 March 2022

Concept Review - Hongxu Li

  Concept Review - Hongxu Li







The game I chose to work with is Journey. The game is one of my favorite games. The character of the game has a smooth movement which suits the analog input well. Using a customized controller would enhance the game experience. Furthermore, the game requires minimum inputs since the game has a well-established camera following system. Therefore, the customized controller could just focus on the character's movement without worrying too much about the camera control to compromise the game experience. The first control is to use the accelerometer to simulate the direction inputs (WASD) and jump (space). Then, using a sound sensor as the humming key (charge key, Ctrl key on the keyboard) matches the theme of the game perfectly. The second control input is to use a potentiometer to simulate the direction input, use the sound sensor as the humming key, and then use the temperature sensor (blowing) as the jump key. The last control input is to use the combination of an Ultrasonic sensor and accelerometer to simulate direction inputs. Then, use a knob (potentiometer) to simulate the charge and jump input. 


28 March 2022

Scaffolding: Concept Review - Dig Dug Pump Controller

DIG DUG PUMP





For this project, I thought of a controller simulating the pump in Dig Dug.

I initially struggled rather intensely to think of a game with a simple control scheme that could lead to a controller that suits my financial and supply needs for this project. 

One initial idea I had was to use a visual novel or point and click game for this project, with one of my more fleshed out ideas being to recreate the bracelets and RED (scanners in the game that allow the player to go through each door based on the combination of numbers on the characters' bracelets) from 999: 9 Hours, 9 Persons, 9 Doors, which would entail "scanning" the bracelet on the RED, but unfortunately I could not figure out a way to do so within my budget and/or current level of knowledge. I also felt that while knobs for movement would work decently for mouse movement for point and click sections, they would be much less helpful in puzzles requiring more precision or manipulation of on-screen objects.

Eventually, though, I realized I was thinking too modern. Thus, I started thinking in terms of old arcade games and remembered a particular game I enjoyed as a small child, Dig Dug.

In Dig Dug, the control scheme is very simple: 4-directional movement with a joystick and a Pump button.

This led to the clear evolution of the control scheme into either movement knobs or accelerometer-based controls for directional movement akin to an Etch-A-Sketch, and some sort of pump control to immerse the player.

Here are some of my concept sketches:




The first idea is to use the CPB's accelerometer to track when the CPB is pushed downward by the end of the pump handle. One way to do this would be as shown in the sketch, with the CPB attached to the sides of the enclosure with rubber bands to then be pushed down when the player intends to use the pump. 



Alternatively, this could be achieved by putting the CPB in the pump handle itself.



The second idea is to use tin foil on the bottom of the pump handle and another piece on a platform within the enclosure to allow electricity to flow when the handle and platform piece touch, acting as a switch of sorts.




The third idea is to also include a pump hose with the CPB placed in the nozzle which will track movement via tilt rather than using the knobs present in the other designs, and using the mechanic from the second idea to control the pump.

Currently, I am leaning towards the second idea, as the knobs would be more precise than the accelerometer for movement, as would the tin foil for the pump action.

Scaffolding: Concept Review

 

The game that I will be making a controller for is Pac-Man. I believe that this game could benefit from an alternative method of control due to the fact that it could freshen up the experience for so many of us that have already played it before. There is a cultural familiarity with Pac-Man that has led to so many of us having the original layout of the game firmly rooted in memory. I believe that creating a controller that relies mostly on an analog input using potentiometers as opposed to strictly digital inputs would create a more thrilling and tense experience for players.

 

Here is a link to the version that I will be using:

 

https://store.steampowered.com/app/394160/ARCADE_GAME_SERIES_PACMAN/


Here are some sketches:






Scaffolding Concept: Review (Joseph H)

The Super Monkey Ball series is about rolling a ball around to reach a goal. You collect bananas along the way, and there is a monkey inside the ball. The particular entry in the series I am building my controller for is Banana Mania, which is an upscale collection of the first three games in the series, the link of which is here: 

https://store.steampowered.com/app/1316910/Super_Monkey_Ball_Banana_Mania/


I chose this game because: 1. it is a modernly accessible way to play the original games. And 2. I have never seen a uniquely designed controller that focuses on the physicality of the game series; this excludes the Wii remote for the title Banana Blitz, and the motion capabilities of smartphones for the mobile app release of Super Monkey Ball: Sakura Edition, which is a mix of classic levels. In both scenarios the motion control was not designed specifically for the game, but instead the games were made around the premise of the controls afforded by the hardware. Therefore, I do not believe they constitute themselves as doing what I am trying to accomplish.

I want to see if creating a spherical controller will be more intuitive than the awkward “dinner plate” feel of the smartphone, and more engaging than the joystick of the console/arcade versions of the game. I chose spherical because that better relates to the physics engine of the game series.






 

Scaffolding: Concept Review

 The game I chose to base my game controller project on is: Vampire Survivors

I knew immediately after taking a look at the assignment, this was the game I am going to use.

Vampire survivors uses a simple WASD controls for movement, no other inputs are needed to play the game. This is perfect for a controller based on the accelerometer that is part of the Circuit Playground Bluefruit.

After brainstorming a bunch of ideas and sketching them out, these are my 3 controller sketches that stand out the most: 




Each of these designs relate to the theme of the game where the player is a vampire hunter and defeats all kinds of monsters associated with vampires. The 3D printed garlic and the sword would be a challenge to build, but I believe the garlic would be original and would make use of the accelerometer better than my other options.

Scaffolding: Concept Review

    Originally I wanted to use Cuphead for this project but, after planning out the concept for the controller, I realized that was too difficult. Instead, I went with a classic and that was Sonic the Hedgehog. As a child, I loved the game and the feeling of speed. It's a great introduction to video games and is simple enough because there aren't that many commands. I think a controller that makes the game feel quicker and a bit more difficult would greatly enhance the experience. The Sonic games have never been difficult and if they were it wasn't because of the speed of the game. An alternate controller should both increase the feeling of speed while also making it difficult to control. Every time you play a Sonic game it should feel like a difficult speed run.

https://www.youtube.com/watch?v=zrPUMYDJ78w&t=258s





    

27 March 2022

Controller Scaffolding: Concept Review

 Galaga


    The game I picked is the iconic arcade game Galaga.  I believe this game would benefit from an alternate controller because everytime I played it I would quickly get bored with the game because of how simple the controls were, namely using a joystick to go left and right and a button and you would play the game just barely twitching 3 fingers the whole time.  With the designs I thought up, control would still be pretty simple as the game only really has three output actions of moving left and right and shooting.  In my designs I tried to have the player feel more immersed in the experience by either having the a controller that is shaped like the character so that the control feels more personal or having the controller in the shape of a spaceship style steering wheel with triggers for shooting that feels more like you are in the ship.  I'm planning of using the onboard accelerometer and possibly a potentiometer or trigger as additional inputs.






Scaffolding: Concept Review, Controllers




 Controllers were designed for play with the Super Nintendo Entertainment System (SNES).

1. Steering Controller - Designed to be compatible with SNES racing games. Wired to a base that plugs into the system.

2. D Controller - Designed to let users play SNES games one-handed, features a tilt feature and is wireless.

3. Car Controller - Exclusively designed to be played with F-Zero 1 & 2. Requires user to manipulate the toy car, connected to potentiometers and a slider, along with three buttons.

Game Controller Concept Review

 Run 2 Controller Review

    For this project, when thinking about simple computer games that played a significant role in my childhood, the Coolmath game 'Run 2' immediately came to mind. It was a fun, fast-paced 2-D platforming game in which you would traverse increasingly difficult levels as a small alien character. To me, the biggest improvement this game could benefit from is a more robust and dynamic input system, because while the core gameplay loop and difficulty level at base is extremely interesting; the act of leaving your hands static on your keyboard as your character flies through increasingly dastardly platforming challenges seems oddly dissonant and just plain boring. So, creating controls that incorporate more movement in their function seems like a no-brainer.




Scaffolding: Concept Review

 For my Concept review I chose a game called Downwell. Downwell is a very basic game with only three inputs, A/D for left/right and space for jumping/shooting. The whole point of the game is to fall down a well and shoot the enemies bellow you as you collect gems to spend on upgrades. Since the controls are simple but the game actually requires a decent bit of skill i think designing a controller for this game would add to the challenge and make it feel like more of a unique experience. The appearance of my designs are based on the crystal appearance of the weapon upgrades.











Scaffolding: Concept Review

 The concept review I choose is based on the game Tetris. The game has basic controls that would portray to have left and right movement and buttons that would rotate and release the blocks. I was always a fan of Tetris with its fast-paced blocks stacking on one another that would almost form a challenging puzzle.
The first sketch Is in the form of a control box. There are two potentiometers on the right and left sides of the box. The left sides function focuses on controlling the position of the blocks while the right side functions as rotating the block until they fit in the slots of the levels. There is a touchpad in the middle of the box that when interacted can release the blocks.
The second sketch has the same type of layout, the only difference is that the block release is done by a handle that blocks the light sensor.
The third sketch is the same as the last sketch but the difference is that there would be a sound sensor that when making a sound releases the block.






Scaffolding: Concept Review


Scaffolding: Concept Review

William Correa Espitia


https://www.ponggame.org/


The game that I am choosing is Pong. This classic game is perfect for different controllers because of its simplistic design that allows for different methods. I chose to use three distinct controllers that are all vastly different but allow you to play the game. They have pros and cons to each and a distinct experience is felt each time. For the first sketch the controller uses the CPE accelerometer to move the pong stick. In the second sketch the controller uses a potentiometer on a breadboard that moves the pong stick. In the third sketch the controller uses the two buttons on the CPE one for up and one for down.














For my chosen game I have elected to play Pacman. This is a rather simple game with very simple inputs that are Up, Down, Left, and Right as the player is moving across the board collecting items and attempting to gather pellets. I have designed my first controller to utilize switches that will be pieces of wood attached switching between these inputs. For the Second and third I went with Distance Sensors as those will help give the user more input. The goal here to increase functionality was to give the player more input into the game as this 2D game has simple enough mechanics with no interesting inputs whatsoever. Up Down, Left, and Right are rather mundane and could be improved upon if they allowed the users to balance a board or steer switches just as they are in a car driving packman around the board. 





 

Scaffolding Review

 Scaffolding Controller: For my controller I want to make something compatible with the classic game Super Mario Brothers. I want to make a device that simply moves the titular character from the left to the right side of the screen. I want the CPE to function with WASD keys as well, of course the games are going to be emulated version of the side scrolling classic. My sketches are very rough but I just want the player to be able to jump and run/walk, I definitely want to make some improvements in the future but these are roughs. I love these games, and knowing where my skill level is in this class I decided to choose something challenging but not too challenging. 


Kyle S 




Concept Review: Game Controller

The game I will be using as an inspiration for my controller, I decided to choose the PC version of the rpg, Cris Tales. While on the surface, the game doesn't seem to have much social commentary beyond just pretty graphics and characters. There is a lesson that shows that no matter how small your actions may be, either bad or good, they can have an impact on the future. Now as for controllers, I looked at the game overall and chose some key items that relate or have an impact in the story. The first controller is Cris’s flower ornament that is worn throughout the game, the second would be her time sword and the third would be an hourglass. All of these controllers would mainly use tilt functions for movement/arrow keys, a button for interaction with the world and would also add knobs for specific functions like the time jumping features and such.





Scaffolding: Concept Review

 Game - https://store.steampowered.com/app/403430/ARCADE_GAME_SERIES_GALAGA/

    Description - The game I would like to work with is Galaga, a retro arcade game from the 1980s. I'm sure we are all familiar with Galaga, I remember playing it a ton as a kid being it was one of my step dads favorite games. That was partly the reason I wanted to make a controller for it, I also just thought it would be a fun game to make a controller for. I believe an alternate controller would benefit for this game by possibly creating something more comfortable for the hands as apposed to button mashing on an arcade machine. Overall I plan to keep it simple with just two potentiometers and two levers and I plan to make the game fully functional with only those inputs.






By Patrick W