This is a small game prototype. I use three block to display different numbers. User’s goal is to use the numbers on cube 0 and 1’s summation to equal to the number on cube 3. And the summation of cube 0 and 1 will appear on the right cube when they are combined. For example, the cube 0’s number is 2 and cube 1 is 3. And use the 0’s right side to touch the left side of cube 1. The number on cube 1 becomes 5. And touch again the number will become 7. But now the cube 1’s number becomes 7. It means you cannot get 5 again. And if the 3’s number is 5. You will lose the game. But you make 5 with cube 0 and 1. You can touch 3 and you will win. But now I don’t have a algorithm to generate a bunch of hard problem. It needs more time.
Sifteo cubes play new audio files, one-by-one. It only plays the new “snare hit” once the old snares audio playback is complete. So, because of this, it’s not as responsive as we expected, but it still works.
My sifteo app is an adaptation of Simon Says and a memory game. There are two players, each with their own cube. The first player starts, and performs one of six available actions (touching the screen, shaking their cube, or touching any of the four sides of the middleman cube with their own cube). The second player then must repeat this action, and add an action of their own. Then the first player repeats both actions and adds a new one, and so on, forming a chain of actions that must be remembered and repeated. The first player to mess up loses, unless the sequence reaches 20 steps, at which point the game ends in a draw. If I was cool I would have added audio cues to each action, so you could be sure that it was completed and to aid in memorization, but I’m not so I didn’t.
Originally I wanted to do a cat that you could have fall through the cubes, similar to an App in the Sifteo video with water. I quickly abandoned that once I realized I could barely get a cat to animate staying still, let alone fall through from one cube to the next. With that said, I focused primarily on animating sprites. I used the Sensors example as my basis with bits of the Connection and Stars examples tossed in. Music was from the Connection example and the kitten sprites were from the Sprites Database; I wish I could have made my own, but unfortunately time did not permit.
This is an application for viewing tiled images using Sifteo cubes. I took inspiration for this app from the GigaPan project, which creates massive panoramas using multiple stitched camera images. The GigaViewer takes a different approach by splitting a single image into many tiles. The Sifteo cubes can be used to explore the minute details of the image by exploring it tile-by-tile. In a sense, this deliberately prohibits “seeing the forest for the trees.” For images like the watch mechanism shown in the demo, this prevents the user from being overwhelmed by the complexity and instead invites them to explore each component separately.
Simple. Elegant. Shell game.
No reason to corrupt this old-time classic with additional dimensions on interactivity.
The backlit displays allow the game to be played in the darkest of alleys.
In the event of a gambling sting, the confiscated evidence will dissolve as the batteries die in the evidence locker, allowing the perp to walk.
I originally imagined a version of the shell game where you could not lose. After carefully examining game theory and cultural paradigms, I realized this further perpetuated the societal issues often associated with the trophy generation. The shell game is ancient. It has always been challenging, and should remain so. It is an excellent lesson in humility, as it lives within the class of games that depend on the player falsely believing they are smarter than their opponent.