Timothy Sherman – Final Project concept presentation

by Timothy Sherman @ 12:37 am 30 March 2011

1 Comment

  1. Here are todays comments:

    Dammit now I want to see Pikmin running all over Magrathea. I want to see the big bad guys eat the Pikmin. That was always the best part.

    Creatures and their “world” would be REALLY fun, but that may also be really intensive to develop. I also like the idea of varying materials to signify different things.
    LEMMINGS! Get them across the terrain. Or just waterfall, water flow. Or different colored clay for buildings of a military position, like towers at the top.


    Check out From Dust: http://www.youtube.com/watch?v=tonZ9iq5CDU&feature=channel_video_title

    Interactive War Craft!


    I want to see you create those pick men (pikmin) that you can throw around and have do fun lil random things. You can also have the “hand of God” pop in (which would be the user’s hand) to control where you move the pick men and nudge them in different directions, etc. The playdough idea is pretty cool, too. OH OR maybe you can flick them into a bucket…some sort of game.

    Sandbox that creates these lanscapes then exports them in the map format for hl2 or minecraft. So you would be making a really easy to use, physical map maker that you could then play in your game of choice.

    I think the little people running around is an interesting space for interaction. There was that interesting project we saw that added virtual people to model trains. But frankly I think keeping the environment entirely tactile will be the best way to go. The suggestion about making a world for Black & White would be interesting too, as an end result.

    Agree about little people or creatures, and then messing with their environment, giving them obstacles or what not with the phycial interaction wth playdough.

    Making a game with a good game mechanic is HARD. Agreed. I recommend you speak with Paolo Pedercini or ETC people ASAP. Short of making a ‘game = he’s taken classes with Paolo, he’ll be fine – he’s made game mechanics ‘ (of course, but I mean, present the specific problem to Paolo for some advanced-level brainstorming)

    Making a game will be alot of work … definitely look into using as many existing tools as possible.

    Lemmings yes! But it’ll kill you doing it. But digging, bridge building would be cool. Difficult to sync up premade maps with the playdough input. Or maybe more like a Defend your castle by manipulating tertain. Drop armies into bottomless pits, or create impassable mountains.

    GMOD + KINECT http://www.youtube.com/watch?v=GBjOIjc5qn0 FUX YEAH
    SAND BOX http://datenform.de/sandboxeng.html

    I agree, sandbox is a good idea.
    Connect Kinect to a game engine? BLACK AND WHITE by Peter Molyneux
    I recommend avoiding symbolic tags like ARToolkit. (could be harder to understand for kids)

    Check Hiroshi Ishii / Tangible Media terrain projects:
    http://tangible.media.mit.edu/project.php?recid=45 < < clay http://tangible.media.mit.edu/project.php?recid=132 < < active surface (this was one of his inspirations for the original project 3) ok More interesting would be sandbox. You can do interesting GROW like things maybe where there are interactions but no specific goal. I like what you were doing before with the textures mapped to height of the terrain, and maybe you can do more generative things like that based off of slope or something else. I vote game. Love the idea of limiting the game pieces with quantity of Play-Doh. Maybe instead of the Play-Doh being the pieces themselves, they are tokens that influence the behavior of virtual objects on screen. See the iPhone game Enigma: you get a limited number of devices on each level and you have to direct flowing water drops into a container. SimCity is another possible source of inspiration: different Play-Doh colors = different building zones. Is the frame rate high enough to get good feedback? I know you said not to, but I'm mocking that drawing. Do you own a computer scanner? < I mock your mocking. < I mock your "you're" ^ I like this new, mean piratepad. We're being really harsh here. ^ haha i know you said you hate drawing and PDP classes, but I didn't realize to what extent Why not have game and sandbox? I don't think play-doh is the right material for building a terrain. It would be more interesting if you could use materials from your house to build things. If you own some strangely-shaped item it could give you a unique advantage in the game. You'll discover things about your collander that you never realized before. < Like the Kinect Race Car game? < Yeah, but more focused on sculptural form I guess. The surface does more than simply act as a boundary. ... Room Racers: http://www.youtube.com/watch?v=oxjGRL7ZiLE

    Adding hand gestures for navigation [like if you point at a place long enough on the sand, the screen will zoom in]
    And I think you can position the maker as a god-like person watching life evolve on the landscape they make … when they destroy parts, life has to start over again, and the other parts still evolove.
    Futurama Creation Episode:
    Spore game: http://www.youtube.com/watch?v=yrvqyrnnIjQ

    Comment by Dan Wilcox — 31 March 2011 @ 1:05 am

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