KinectMagic – A Kinect Wizard Duel Game Prototype

In my studies at the HTW Berlin, I had a course called “Independent Coursework” where I could choose to work on any project relevant to my studies. I chose to work on a Kinect multiplayer game which should also be interesting to watch. Most important to me was that the game uses what the Kinect does best in my opinion: Spacial movement. I didn’t want any repetitive gestures, just a direct relationship between the players and their avatars. So, together with my fellow student Jana Leinweber I set out and developed, and a few months and a dozen iterations later we had this:

KinectMagic

Create spells! Attack! Defend! Dodge!

Tactical spellcasting meets fast reflexes in this
duel game for two wizards and a Kinect v1.

Download for Windows

KinectMagic - A Kinect Wizard Duel Game Prototype

Starship Command Center Pro, The Trial Version of a Global Game Jam 2015 Game

Somewhere in space, a lone starship discovers that the theme for this year’s Global Game Jam was “What do we do now?”. It also discovers that a very cool game was made for three players. And that there something is wrong with its Operating System.

Starship Command Center Pro

Starship Control Center Pro

Deep in space, nobody hears you scream
when the trial version of your OS runs out.

Not that screaming would do much.
Instead, you and your two friends now need to
figure out what the randomized buttons of the
free version of your system do.

Together, operate thrusters, cannons,
shields and a mining magnet, collect
gold and buy a proper license!

A cooperative and confusing space adventure
for three players with gamepads.

Download for Windows
GGJ page

Starship Command Center Pro (Global Game Jam 2015)

 

Credits:

  • Brian Davis: Idea, Game Design, Music and Sound Design
  • Mikko Lepistö: Art
  • Tobias Müller: Programming
  • Tobias Wehrum: Lead Programming

With sounds assets by Ricky SituCST 201 KaWilson and Jim Rogers.

The theme is used twice in our game – once in the game mechanic with players having to talk to each other what do to next because they need to work together, and secondly in the story: The trial version of our control system has ended and the result is a chaotic and unknown button layout, what do we do now?

We even satisfied a diversifier (sort of an achievements for the developers) this time: Noise Generator, “The mechanic of the game is based on players having to stay in constant communication with each other.”

Fun fact: Originally we wanted to do the controls Spaceteam-like with custom controls on multiple smartphones – buttons, sliders, rotatable knobs. It took us over a day to get it to connect and run smoothly between Android and PC, only to find out that using controls on a touch screen while looking at another monitor felt awful and (apart from buttons) was nearly unusable. So after that day of work, around 5 in the morning, I spent 30 minutes to program replacement gamepad controls. It worked perfectly and felt good.

Super Fruit Punch (Global Game Jam 2014)

With the current Global Game Jam right around the corner and only just about 11 1/2 months late, here is the project that we did for the last Global Game Jam: Super Fruit Punch!

Super Fruit Punch (Global Game Jam 2014)

You can find a download at the game’s GGJ page.

Credits:
– Game Design: Thomas Bedenk, Norbert Haacks
– Programming: Tobias Wehrum, Benjamin Schug, Richard Wepner, Martin Heller
– Art & Animation: Kirill Krysov
– Music & Sound: Lesley Dean

Android-Shooter

After I published my master’s thesis, a few people asked me about what I did for my bachelor’s thesis. I experimented a bit with controls for an Android shooter. Here is a video showing the game I did there:

Asset Credits:

Master’s Thesis: Evaluating the Advantages of Physical and Digital Elements in Hybrid Tabletop Games

Preface

A few weeks ago, I finished my studies at the HTW Berlin in International Media and Computing with the defense following my master’s thesis. I thought that its content might be interesting to others on the internet too, but I understand that not everyone wants to read 100+ pages. For that reason, I am now writing this “too long; didn’t read” summary. It is also a lot more informally written. If you like what you read, you are quite welcome to read the longer version too! Here are the links:

Master’s Thesis

Source Code (open source, MIT license), Screenshots, Photos, Videos etc.

You can also read this summary as a PDF, but you would miss out on the videos.

Heart of Decay

At the HTW Berlin, the International Media and Informatics master has room for up to two bigger interdisciplinary projects. It probably doesn’t surprise anybody that I chose to work with the game design course on both occasions. I’ll make a blog post about the second project later, but for now our trip down memory lane brings us to: Heart of Decay, a 3D person shooter with a skill system, but sadly we never really got that far. Here is a gameplay video of the slice we were working on:

Heart of Decay Gameplay

Credits:

  • Tobias Wehrum: Programming
  • Romano Grasnick: Enemy Concept, 3D Art
  • Jean-Emily Fleck: 3D Art
  • Daria Döpper: Level Design
  • Tim Höregott: Game Design, Team Lead
  • Jennifer Ludwig: Character Modeling, Animation
  • Lisa Krummen: Art Direction, Concept Art

Retcon: A Multi-Round Game Which Records & Replays Your Moves

Over two years ago, a theme in university was action recording/replaying, and instead of doing a boring text editing app to demonstrate this, I made a game. Introducing:

Each round your previous actions are replayed,
but your and your enemy’s actions will change the
outcomes of previous moves by placing new tokens.

You can play the game in your browser or download the Android APK.

Retcon: A Multi-Round Game Which Records & Replays Your Moves

I think the concept is quite intriguing, but the current execution is flawed. Currently, the tokens of the current starting player start first which leads to fluctuating patterns. Also, no matter how experienced you are in the game, you still cannot beat new players who grasp the concept by a significant score and even you pull of a cool move that should get you in the lead, it often doesn’t really matter much.

What I really like though is being the starting player in a round can both be an advantage and a disadvantage: You will move first and can force the second player to defend a certain position, but in certain situations you might need to defend an important position before the other player moves to attack there – and then the other player obviously will place somewhere else.

Anyway, long story short: I might make another game based on the recording/replaying multi-round concept in the future and I sure hope that one will be a lot more fun. More years of experience have to be good for something, right?

Retcon was made by me, with assets by:

Lost in the Darkness

Lost in the Darkness was originally made for the Ludum Dare 27 for the theme “10 seconds”. It was well-received, but had some flaws which I addressed in this post-compo build.

Lost in the Darkness

Find a fairy. Follow the music. Save your friends. Escape safely.

And above all: Don’t touch the darkness.

Play for free in your browser on GameJolt!

Lost in the Darkness

A game made by Tobias Wehrum.

With assets by:

Connector

Here’s a thing that I did at my last Mini Jam. I originally had this idea for the last Ludum Dare (theme: Entire Game on One Screen) and since I dropped out of that, I did it now.

Connector

Rotate the center and the bubbles coming in to connect same-colored bubbles.

Survive with as many points as possible!

Play in the Webplayer or on Android.

Credits:

Electric Finger Jousting – A MaKey MaKey Game

At the November Mini Game Jam (for which we had over 100 participants, wow!) I made my first experiments ever with the MaKey MaKey, an Arduino-based kit that measures when a circuit is closed – even through very high resistance like a chain of people holding hands. My game is less about hand-holding though, and more about poking your opponent’s hand with a pen-lance. Enter Electric Finger Jousting!

electric-finger-jousting-title

Take your pen-lance! Get ready, and… fight!
Poke the other player before they poke you!

But beware, don’t touch them before
you hear “fight”, or it’ll be a foul…

Electric Finger Jousting

Electric Finger Jousting Berlin Mini Jam Game

It’s not all fun and sunshine though: The game is a rather repetitive. I hoped to get a fencing kind of game, but it is really hard to balance the distance so it’s neither too easy to hit nor unreachable. Moving while touching the copper wire (which ensures that the right distance is being kept) isn’t easy, so you aren’t very flexible. That leads to very short distance jabs that are nearly impossible to react to and each round was pretty short. Despite that, fun was definitely had while developing and playtesting!

PS: When you do something like this, have water nearby to regularly dip everything into which will make circuit contact for a very short time. Water improves the conductivity so much.

Credits: