Critical Hit 2015: CloudKeeper

Continuing the series of Critical Hit 2015 prototypes, here is the next one: CloudKeeper. Again, we had two weeks and a completely new team of four people to make another experimental game. Our discussions quickly arrived at magic as a theme and circular projections. Some members of my group had a circular projection on the floor last time, so to shake it up a bit, we wanted the projection to by on the ceiling. And thus, the idea of the magical sky creatures was born: Creatures that escaped into the heavens, and the player, a cloud keeper, has to bring them back.

I had a lot of fun with electronics in my last project, so I wanted to do more of that. And I still had a Touch Board that I never had time to use so far – an Arduino with capacitive sensing, which, among other things, can do this:

Distance capacitive sensing! (photo taken from the Touch Board kickstarter campaign)

It worked quite well for very low ranges (<4cm), which was suitable for our purposes. At first we tried to make one crystal which players can touch from multiple directions, but players used to swirl their hands around it like it was a crystal ball and that didn’t make for very predictable controls. In the end, we settled for 5 cardboard crystals, each with only one function and aluminium foil inside. The capacitive sensing actually worked really well through the cardboard! Some crystals controlled movement, and the closer you got to them, the faster the movement got. (And not being able to see why cardboard can sense how close you get to it added a fun technological-magical aspect to the whole thing.)

Apart from that, we also wanted to have generative creatures – kind of like my Chimera Maker, but this time I also got to procedurally animate the creatures! Kailin Zhu drew them and created the crystals you see in the video and pictures below, Titouan Millet made beautiful generative cloud shaders and Peter van Haaften generative music and sounds.

Oh, and I also made the creature nest, a separate executable which showed the creatures flying away from and returning to earth, seen in the video on the monitor. It communicates with the main game via a server using the Yahoo Games Network (formerly PlayerIO). I tried to make it work with standard Unity peer-to-peer networking, but the University network didn’t like direct connections at all.

Finally, all this generativeness combined resulted in:

Cloud-Keeper-Icon

Magical creatures have escaped into the heavens,
and the player must sift through layers of clouds
to bring them back to the earth.

Using a set of five crystal touch/distance-sensing controllers,
the player wanders through a generative audio/visual cloud world
to catch these lost mythical beings and return them to their home.

CloudKeeper (Critical Hit 2015)

Credits:

  • Titouan Millet – Programming and generative visuals
  • Kailin Zhu – Craft and illustration
  • Tobias Wehrum – Programming, electronics, and generative creature engine/animation
  • Peter van Haaften – Generative music and sound engine

The video footage was recorded by Mattias Graham and Tobias Wehrum.

This project was made possible through the Technoculture, Art and Games Research Center’s Critical Hit: Games Collaboratory and the support of Concordia University and Dawson College and financial contribution of the Ministère de l’Enseignement supérieur, de la Recherche, de la Science et de la Technologie.

Critical Hit 2015: (un)done

Critical Hit 2015, the incubator for experimental wearable games that I’m currently taking part in, is still going strong. After Fruit Fever, we formed new teams to do our second big prototype. This time we wanted to do a theatrical experience with a non-linear story.

After the brainstorming, we came up with (un)done, a story about love and break-up. Two players face each other, wearing ponchos with strings dangling from them. When they tie a string together, they hear a positive memory from the couple’s relationship, like the first date or kiss, moving in together or getting a pet. When they open a knot instead, a sad memory will play: a fight, a thing they hate about each other or just drifting apart. By players tying und untying different strings (and with the help of a little randomness), the story that unfolds is always different.

Additionally, a woven screen on which generative art is projected separates the players from an audience. The more strings are tied, the more colorful and intricate the projected art becomes; when knots are opened, the projection is slowly erased again. In the end, the projection is blank again and nothing remains but the memory of what once was there.

This project was a lot of fun and very interesting. I never made a theatrical experience before – and additionally, I wanted to learn how to deal with electronics and soldering and expand my knowledge about the Arduino. Thanks to my team and all the helpful other participants and mentors at Critical Hit that was a big success!

And now I proudly present:

FullSizeRender2_400x313

Step in the shoes of a couple as they meet,
fall in love, fight, and fall apart again.

Embody a relationship as you tie and
untie yourself with the other player, in:

(un)done, an intimate non-linear audio game
made at Critical Hit 2015!

(un)done, an intimate non-linear audio game (Critical Hit 2015)

 

Credits:

This project was made possible through the Technoculture, Art and Games Research Center’s Critical Hit: Games Collaboratory and the support of Concordia University and Dawson College and financial contribution of the Ministère de l’Enseignement supérieur, de la Recherche, de la Science et de la Technologie.

Critical Hit 2015: Fruit Fever (Week 2)

Last week we finished the third week of Critical Hit 2015 in Montreal, an incubator for experimental wearable games! We continued our game from the week before about eating foodstuff to balance your health values:

The player is ill – their heart rate, body temperature and digestion are either two high or too low – and so the player tries to get healthy by eating foodstuffs. Each foodstuff raises or lowers one or two of the aforementioned properties. (To keep it replayable, those effects are randomly decided at the start of each round.) It’s a logic puzzle: The player has to find out what each foodstuff does by eating them, then look at the current status on their apron, and in the end figure out which foodstuffs to eat to get healthy.

The core concept didn’t change much except going from multi- to singleplayer – this week was mostly about finishing the hardware (last week we only had a digital prototype to test with) and figuring out how to teach the game to new players.

We came up with two ways:

  1. Starting simple, upping the difficulty: First there is only “temperature slider and 2 foodstuffs”, then there is “temperature + heart and 3 foodstuffs” and finally we get to “temperature + heart + stomach and all 4 foodstuffs”.
  2. Using a screen which displays hints for the effect of all 4 foodstuffs in the beginning (“Kiwi: -1 temperature”, etc.) and then reducing the amount of hints by one every round.

In the end, we couldn’t decide which one we prefer and implemented both: One version self-sufficent with just the apron/fork/Arduino, and one version with an additional screen.

And now, without further ado…

FF

Malnutrition is making you sick.
Luckily, you have found some healthy-looking
food, but you don’t know what it does yet.

Pick up your fork and watch as what you eat changes
your body and figure out the right combination.

Munch your way to health in FruitFever!

Source code available at GitHub.

Made possible by Critical Hit 2015.

Fruit Fever (Critical Hit 2015)

 

Credits:

This project was made possible through the Technoculture, Art and Games Research Center’s Critical Hit: Games Collaboratory and the support of Concordia University and Dawson College and financial contribution of the Ministère de l’Enseignement supérieur, de la Recherche, de la Science et de la Technologie.

Critical Hit 2015: Fruit Fever (Week 1)

I’m currently taking part in Critical Hit 2015 in Montreal, an incubator for experimental wearable games. This week, we started our first prototype! The God of Randomness teamed me up with Owen Bell, Milin Li and Mónica Rikic – so 3 of our 4 members are programmers, but luckily my team members are also great at wiring, sewing and making. The theme for the first game was “mini & forbidden”.

The Concept

Our first thematic impulses were to make something with either witchcraft/voodoo or bacteria. This quickly lead to the idea that somebody is ill and must be cured by one or multiple people, possibly using magic. From there we got to our current idea: Two people are ill – their heart rate, body temperature and digestion are either two high or too low – and both try to get healthy before the other one does. To do that, they eat fruits. Each fruit raises or lowers one or two of the aforementioned properties. (To keep it replayable, those effects are randomly decided at the start of each round.) It’s a logic puzzle: The players have to find out what each fruit does by eating them, then look at their current status and figure out which fruits to eat to get healthy. In the end version of the game, there should be neither screen nor keyboard: The players actually eat real fruit with specially made forks that can sense fruit types and wear aprons with LEDs showing their status.