Jeremy Myers and Ethan Ryno
https://www.emulatorgames.net/roms/playstation/spyro-the-dragon-sces-01438/
One of our game choices is the 3D platforming game Spyro The Dragon for PlayStation One that has many different worlds and levels. One motivation for making a controller for this game is how simple the controls where since it was first on the PlayStation One with only directional input even if its a 3D game, along with the fact both of us have played Spyro before and enjoyed it. The core mechanics involve running around getting rid of enemies and collecting the trinkets within each level while platforming around obstacles. With how simple the controls they can be interpreted in creative or more interesting ways maybe even making it better than the original controls since the PS1 controller did have to get updated to make a better 3D gameplay experience. Any specific controls that could be represented better or change made to improve upon the design? Any favorite mechanics implanted in one of these controls?
Design #1: Dragon Egg
Taking the idea of a dragon egg and giving it multiple, with covering the light sensors allow for movement, temperature for flame breath when you blow on it, accelerometer for shaking to jump, and a audio receiver to speak at it after shaking to glide. You collect dragon eggs in the third Spyro game which has the same control scheme as one.
Design #2: Magic Chest
Each gem has an RFID tag inside registered to a different button when dropped in the chest it would be detected by the sensor and perform that action. There will also be key that once put it will start moving the character and depending on how its turned it will change the players movement. Gems are based on the ones you collect in game from chests.
Design #3: Spyrotroller
A model of spyro that has moving parts with each moving part programmed to a button, flapping the wings allow for jump and glide, mouth controls the fire, neck and tail control direction, with the head being charge. Each part is related to the actual part he uses to move in the game such has mouth for fire and wings for glide.
Design #4: Spyro Mask
An interactive mask based on Spyros face, with a mouth you can open for fire, temperature sensor or sound sensor for speed, and the mask has an accelerometer for when you tilt it left and right for roll and up for jump and glide. If you look left or right it will also go in those direction depending how much you turn your head. One of the horns acts as a lever for the charge with the other being forward or back.
Design #5: Wizard Tower and Portal
A wizard tower that you can rotate to different slots each slots is given a button related to an ability and you can rotate either direction to use it again. The Portal has RFID tags under it in four spots with "magic" symbols to indicate directions and you can use the wand to sense them and go in that direction. The wand idea was inspired by the brush from Hiroshi Ishii, and the overall portal theme was from Skylanders.
https://store.steampowered.com/app/245490/Trials_Fusion/
The second game we chose was Trail Fusions a dirt bike platform racing game where you drive through a level as fast as possible and doing tricks all the while not crashing or flipping over. A big motivation for making controllers for this game was the possibility of increasing the immersion for the player by having a bigger controller or devices more resembled to an actual bike that they could control. With something more immersive they could feel as if they have more control over their actions and its adds a lot more physical effort such as revving the engine and tilting forward or back. Any specific controls that could be represented better or change made to improve upon the design? Any favorite mechanics implanted in one of these designs?
Design #1: Dirt Bike Sim
Inspired by the front of a actual dirt bike with pegs for brake and quick restart, key to bail, electric throttle for gas, and the handle bar to tilt forward or back.
Design #1: Toy Biker
Based on dirt bike toys this ones in a stand that allows you to lean it back and forward detected by an accelerometer, a dial for the gas, a light sensor in front for brake which can be blocked by using a hand, pull the biker off to bail out which would remove it from the RFID sensor, as for quick restart you would tap the base on the side.
Design #1: RC Bike
Modeled after a RC car control it uses the wheel dial on the side for gas and break, tilting forward or back to translate in game with an accelerometer, speak at it to bailout, and tap on the one point to restart.
Design #1: Tech Helmet
Based on helmets people wear when they actually ride dirt bikes this one has an accelerometer for when you tilt you head forward or back, an audio receiver so when you're loud it goes and silent you break, tap the visor to reset, and take off the helmet to bail out revealing a light sensor.
Design #1: Electric Brake
Base on the handle bar from a dirt bike it has similar features with the brake and throttle for gas, and tilting will allow for tilting forward and back in the game. To bailout it would be done by sound activation and for quick restart would be by blowing on the device.
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