15 October 2023

Scaffolding: Concept Review - Clair Elso

 https://store.steampowered.com/app/319510/Five_Nights_at_Freddys/

Now the two games I've picked are fairly...unconventional for a class like this. The first one, however, was quite easy to think of; my mind immediately jumped to indie horror darling Five Nights at Freddy's. At first I figured it'd be difficult to implement mouse movement with the Bluefruit...and then I realized that taking the mouse out of FNAF makes the gameplay way easier. The first design is meant to replicate the office in-game, the second was an exercise in seeing what I could do with just the Bluefruit itself, and the third was essentially just to make the most unpleasant experience I could. 



Feedback questions: What kinds of things could I attach to the servos in sketch 3 to freak out players without injuring them? What are some other methods of turning on/off the lights in sketch 1?

https://snapcraft.io/extreme-tux-racer

The second game was a bit harder to think of; a lot of people went with classic NES platformers, but I decided to go the route of my personal childhood: Extreme Tux Racer on my Raspberry Pi 3 B+, a racing game with auto-acceleration whose only controls in-game are steering left and right. I'll likely stick with the Playground for this one (ignore the schematics saying BF), but the game's controls are far simpler than FNAF's, which opens the door for some fun alternative controllers. The first sketch uses the accelerometer, the second using frequency-based analog mapping, and the third simply using the player's feet.




Feedback questions: Would using a potentiometer rather than the accelerometer be more or less fun for the player? If navigating the UI is part of the required functionality, I'm wondering how I could repurpose these things (which are mapped to be left & right arrow keys) to be able to move up/down or the mouse for the menus.

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