Our controller prototype is made for the online game Fancy Pants. This game was released in 2006, and as a kid I always had a blast playing this game. It is a "free side-scrolling" game that was released on adobe flash, and it stood out to me as a kid due to its unique character movements. many of the other "free side-scrolling" games that i played on sites like Cool Math had the same smooth and fluid game play that Fancy Pants captured. Mario Kart Wii was released in 2008, and as a kid I was an avid Wii wheel controller user. I always imagined what it would be like to hook up the wheel aspect that Mario Kart offered to other games that I played, like Fancy Pants. That was my beginning inspiration for this controller. With this controller, I wanted to simulate the freedom a wheel gives its user while playing games, while also adding a unique way to make your character jump. My initial thought was to use voice to activate a jump, but after playing around with the ultra sonic sensor, I thought it would be cool to use your hand to simulate a jumping movement above the controller in order to make your character jump. I also wanted to simulate the feel of driving with the movement on the wheel, so the x-axis accelerometer in the circuit board controls the character's movement back and forth. I also programed the y-axis on the accelerometer, and when the controller is tilted upwards, the character will be able to enter doors, and when the controller is pointed downwards, the character will crouch. I also thought that the switch that was included in the pack we received for this class would add a nice touch to the controller, and elevate the overall look of the controller's front side. The switch is programmed to pause the game when flipped on and un-pause the game when flipped again.
Are there any other functions that we could add to the controller that would make the controller experience more enjoyable?
What is the weakest part of our controller as it stands?
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