Category Archives: Uncategorized

dave

28 Apr 2015

In this game, the player controls a school girl on her way to school and back each day. However, a war is raging on in her town while this is happening. We captured the mundane by having similar days, supported by repeated conversations on the phone with friends and family. At the same time, the situation slowly deteriorates around her. In the end, her parents are gone and friends cease to respond. More and more houses are demolished along the way, and her choices stop being available.

The main mechanic is texting. Both friends and family (dad and mom) will be texting her throughout the day. After school, friends and mom will both have a request, and the player can only choose to satisfy one of them (groceries or playground), making the other party mad.

During the development of this, I realized that it actually got relatively far from what I would call a game. The choices the player makes does not really matter. No matter what, the end result is the same: everything is taken from you. Even the open options the player can pick is cut down in the end. Thus in a way, this is less actual interactive media, and instead it uses common game mechanics to pretend like the player has a choice. In the next few days, we are planning to expand on this even further by adding minigames the player plays on the way home on the phone, and using phone cracks on the screen to physically prevent players from selecting “better” options.

12 3 4

SkyComics – Final Critique – Matthew Kellogg

SkyComics is a platform which enables users to draw fully surrounding environments and view them.

For the final critique I have made a project which enables the user to draw on a cube map. The user can then export the cube map and edit the PNG file in any way they see fit in order to add to the environment with more extensive tools such as photoshop. The editor is also capable of loading a cube map from an image with the same layout style. Below is an example of a cube map compatible with the editorbackground-lr

The editor allows users to select a color and draw lines directly on the surrounding environment. The user can view the environment in the editor with simple click and drag panning as well as scrolling to zoom in and out. It is also capable of placing guides which can be positioned and rotated by the user. Below is an example of a cube map with guides added.PolarAndCubicGrid-lr

 

This is a screenshot of the editor running in the browser

Capture

 

This project is part of a collaboration with Caitlin Boyle in order to make an hand-drawn comic which users can look around and explore. Due to this the viewer aspect is important to the project.

The second part of this project is the viewer. For this I will be able to reuse a large amount of the code from the editor. Unfortunately, one of the last parts of the project I was able to get working was the importing of a cube map from the save formatting. This kept me from making progress on the viewer as it was a very necessary aspect. Now that it is possible I will be able to commit time to making the viewer work before the exhibition on Friday. This will also entail adding the ability for it to click on areas to navigate to other scenes or play sounds.

The editor can be seen online at SkyComics

 

Epic Jefferson

28 Apr 2015

setbacks

Machine Learning – In the days before the  final critique, most of my frustration has been caused by attempting to get the GRT machine learning library to get along with openframeworks. Even though there are tutorials such as this one, there is apparently an issue with C++11, still unresolved.

Pure Data – Since moving to osx, I’ve not been able to process OSC data an audio DSP at the same time. This was a very strange glitch that I think has been solved. With Dan Wilcox’s help, we found that sending all of the leap data over OSC is too much and clogs the port, so the immediate solution is to only send the data that I need, but his is not favorable since I also want to release this app as a tool publish leap data over OSC.

successes

The selection gesture is working relatively well and has a good feel, although the GRT problem came up, it should be relatively easy to set a standard gesture like grab to keep the selected area.

Mano1

Triangulation gesture – this gesture seemed very intriguing and now that it’s implemented, I found out it is. Although the map-to-what-parameter issue is very much still in the air, the basic interaction itself is quite satisfying.

Centroid

((x1+x2+x3)/3,(y1+y2+y3)/3,(z1+z2+z3)/3)

Mano6

Interface

It’s clear that I’m working on 2 distinct features here: an editing tool and a performance instrument. And so these 2 should be on different pages. For the most part, the selection interface looks like the right direction to go, but I have some ideas about the performance interface. Here are some sketches of what that could look like:

ST

28 Apr 2015

Ol’ Scroll

Use the scroll bar to activate the following in-browser animations.

 

One/ThreeOne

Two/ThreeTwo

 

Three/ThreeThree

Bryce Summers

28 Apr 2015

Capstone Project Final Critique Documentation

For the final critique, I have decided to convert my project into a toy train layout simulator. I am currently placing an emphasis on improving the design of the project. Please see the following contemporary screenshots of the project below.

IACD Artistic track layout

IACD Artistic track layout

Features:

  • Build intersecting train tracks.
  • Run cars along the tracks.
  • Build direction indicators to specify witch branches cars should take when they get to a branch.
  • Hotkeys for easy building.
  • Simplified behavior for this Toy version.

What Bryce Did:

  • Bryce majorly simplified and re implemented his JAVA game engine.
  • Bryce simplified his personal GUI framework to now use event based buttons without polling and the new wonderful functional programming features of JAVA 8
  • Bryce implemented the interface logic and mappings between all of the components.
  • Bryce implemented train track following algorithms and a representation for the mathematical state of the track layouts.
  • Bryce implemented the logic for input/output mappings and allowing cars to branch based on the logical system.
  • Bryce  received some major design help from Miles Peyton.

Contemporary Screenshots

Simple Circuit 2

Simple Circuit 2

Simple Circuit 1

Simple Circuit 1

Older Screenshots

Iteration

Iteration

Another Iteration

Another Iteration