15 October 2023

Concept Review - Domenico Vega (FNAF, Racing Game, Battleship)

Making a choice

After a bit of back and forth and general indecisiveness on which games I'd choose, I decided on three. Two that felt feasible and one that was just a fun idea. 

First Game - FNaF

The first game that popped into my head was Five Nights at Freddy's. I don't know why, I don't know how but it did, and I feel as though a custom controller would actually make the experience a bit more fun. Although it may prove to be technically challenging, I believe a custom controller that emulates opening the laptop to look at the cameras, and actually having to press buttons to turn on lights and open and close doors would add to the immersion of the game and increase the intensity. It may increase the challenge slightly as well, but I think the added immersion and tactile feel of such a novel controller would help in countering that. Although the controller ideas differ greatly between being thematic and being practical, they both use roughly the same sensors to accomplish their goal. I have to note that there was still some lingering indecisiveness when designing these and the second image was actually created with FNaF 2 in mind, but each sketch can be changed around to fit either the first game or the second game. 




Feedback questions: 
  1.     If you were to play FNaF with a custom controller, would you opt for one that increased your immersion or one that played with the theming of the game?
  2. There are multiple ways you can configure buttons or sensors to cycle through the cameras, but I had a difficult time thinking of one that felt good. What do you think would be the quickest and most intuitive way to flick through the different cameras?

Second Game - Pole Position or R.C. Pro-Am

For my second game I intentionally went with a game whose controls were much simpler. However, another bout of indecisiveness struck when I couldn't decide on just one NES racing game to make a controller for. Both classic games I played growing up, and both challenging in their own ways. With respects to actually creating a controller for them I just went with what made the most sense. A steering wheel to control movement left and right, and a pedal to control your speed. 


Feedback questions:
  1. Although the steering wheel and pedal makes the most sense it still feels too simple. Are there any ways you would recommend making the controller more exciting?
  2. The sketch uses a potentiometer and a pressure sensor as the wheel and pedal respectively. Is there a different sensor you would recommend using that would evoke different emotions or create a different experience.

Third Game - Battleship

The third game was actually an idea provided by ChatGPT when I asked for some game ideas, and although I don't think it's very feasible, I think it would be a lot of fun to see come to life. The first sketch is super simple and would be a proper controller that uses the potentiometers to control movement, the button to fire, and two LEDs to supplement the visuals that would appear on screen signifying whether you hit or missed. The second sketch is where it gets a little more exciting. I'm not sure if it'd mirror the game on screen or be entirely self-contained, but it would be a 10x10 grid of LEDs that would be unlit until you fired on them and registered a hit or miss.




Feedback questions:
  1. Do you think the second sketch would be feasible to accomplish given the scope of this class and our resources? 
  2. If so, should it be a reflection of the game on the screen or should it live self-contained within the CPB?
  3. Could you think of a way to make the controls and the sensors used feel more impactful, as though you were really launching an attack from a battleship?




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