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	<title>Technology Is Awesome &#8211; Tobias Makes Games</title>
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	<description>...and other stuff. But mostly games.</description>
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		<title>Critical Hit 2015: CloudKeeper</title>
		<link>https://blog.dragonlab.de/2015/09/cloudkeeper/</link>
					<comments>https://blog.dragonlab.de/2015/09/cloudkeeper/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Wed, 02 Sep 2015 01:32:27 +0000</pubDate>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Cool Prototypes]]></category>
		<category><![CDATA[1 Player]]></category>
		<category><![CDATA[Arduino]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Critical Hit]]></category>
		<category><![CDATA[Electronics]]></category>
		<category><![CDATA[Generative Art]]></category>
		<category><![CDATA[Installation]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=3481</guid>

					<description><![CDATA[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 &#8230; <a href="https://blog.dragonlab.de/2015/09/cloudkeeper/" class="more-link">Continue reading <span class="screen-reader-text">Critical Hit 2015: CloudKeeper</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">Continuing the series of <a href="http://criticalhitmontreal.ca" target="_blank" rel="noopener noreferrer">Critical Hit 2015</a> 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.</p>
<p style="text-align: justify;">I had a lot of fun with electronics in my <a href="http://blog.dragonlab.de/2015/08/undone/">last project</a>, so I wanted to do more of that. And I still had a <a href="https://www.kickstarter.com/projects/863853574/touch-board-interactivity-everywhere/description" target="_blank" rel="noopener noreferrer">Touch Board </a>that I never had time to use so far &#8211; an Arduino with capacitive sensing, which, among other things, can do this:</p>
<figure style="width: 680px" class="wp-caption alignnone"><a href="https://www.kickstarter.com/projects/863853574/touch-board-interactivity-everywhere/description"><img decoding="async" class="" src="https://blog.dragonlab.de/wp-content/uploads/2015/09/b4a837113977b6e94719bc041429c816_original.gif" alt="" width="680" height="383" /></a><figcaption class="wp-caption-text">Distance capacitive sensing! (photo taken from the <a href="https://www.kickstarter.com/projects/863853574/touch-board-interactivity-everywhere/description" target="_blank" rel="noopener noreferrer">Touch Board kickstarter campaign</a>)</figcaption></figure>
<p style="text-align: justify;">It worked quite well for very low ranges (&lt;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&#8217;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.)</p>
<p style="text-align: justify;">Apart from that, we also wanted to have generative creatures &#8211; kind of like my <a href="http://blog.dragonlab.de/2015/04/chimera-maker/" target="_blank" rel="noopener noreferrer">Chimera Maker</a>, but this time I also got to procedurally animate the creatures! <a href="http://kailinzhu.com" target="_blank" rel="noopener noreferrer">Kailin Zhu</a> drew them and created the crystals you see in the video and pictures below, <a href="http://titouanm.com" target="_blank" rel="noopener noreferrer">Titouan Millet</a> made beautiful generative cloud shaders and <a href="http://www.petervanhaaften.com" target="_blank" rel="noopener noreferrer">Peter van Haaften</a> generative music and sounds.</p>
<p style="text-align: justify;">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 <a href="https://gamesnet.yahoo.net">Yahoo Games Network</a> (formerly PlayerIO). I tried to make it work with standard Unity peer-to-peer networking, but the University network didn&#8217;t like direct connections at all.</p>
<p style="text-align: justify;">Finally, all this generativeness combined resulted in:</p>
<p style="text-align: justify;"><img decoding="async" data-attachment-id="3483" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/cloud-keeper-icon/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Cloud-Keeper-Icon.png" data-orig-size="400,279" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Cloud-Keeper-Icon" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Cloud-Keeper-Icon-300x209.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Cloud-Keeper-Icon.png" class="aligncenter size-full wp-image-3483" src="https://blog.dragonlab.de/wp-content/uploads/2015/09/Cloud-Keeper-Icon.png" alt="Cloud-Keeper-Icon" width="400" height="279" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Cloud-Keeper-Icon.png 400w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Cloud-Keeper-Icon-300x209.png 300w" sizes="(max-width: 400px) 100vw, 400px" /></p>
<p style="text-align: center;">Magical creatures have escaped into the heavens,<br />
and the player must sift through layers of clouds<br />
to bring them back to the earth.</p>
<p style="text-align: center;">Using a set of five crystal touch/distance-sensing controllers,<br />
the player wanders through a generative audio/visual cloud world<br />
to catch these lost mythical beings and return them to their home.</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="https://youtu.be/ug5_-v6i7Zo" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="CloudKeeper (Critical Hit 2015)" title="Play video &quot;CloudKeeper (Critical Hit 2015)&quot;">https://youtu.be/ug5_-v6i7Zo</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="https://youtu.be/ug5_-v6i7Zo" title="CloudKeeper (Critical Hit 2015)">CloudKeeper (Critical Hit 2015) (https://youtu.be/ug5_-v6i7Zo)</a></noscript></div>
</div>
<p style="text-align: left;">Credits:</p>
<ul>
<li style="text-align: left;"><a href="http://titouanm.com" target="_blank" rel="noopener noreferrer">Titouan Millet</a> – Programming and generative visuals</li>
<li style="text-align: left;"><a href="http://kailinzhu.com" target="_blank" rel="noopener noreferrer">Kailin Zhu</a> – Craft and illustration</li>
<li style="text-align: left;">Tobias Wehrum – Programming, electronics, and generative creature engine/animation</li>
<li style="text-align: left;"><a href="http://www.petervanhaaften.com" target="_blank" rel="noopener noreferrer">Peter van Haaften</a> – Generative music and sound engine</li>
</ul>
<p>The video footage was recorded by <a href="http://www.mattiasgraham.com" target="_blank" rel="noopener noreferrer">Mattias Graham</a> and Tobias Wehrum.</p>
<p style="text-align: justify;">This project was made possible through the Technoculture, Art and Games Research Center&#8217;s Critical Hit: Games Collaboratory and the support of Concordia University and Dawson College and financial contribution of the Ministère de l&#8217;Enseignement supérieur, de la Recherche, de la Science et de la Technologie.<span id="more-3481"></span></p>
<h4 style="text-align: center;">Work in Progress and Playtest</h4>
<figure id="attachment_3484" aria-describedby="caption-attachment-3484" style="width: 598px" class="wp-caption aligncenter"><a href="http://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19.jpg"><img loading="lazy" decoding="async" data-attachment-id="3484" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/tobias_2015-07-21-13-37-19/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19.jpg" data-orig-size="3840,2160" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;2&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;D5503&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1437485839&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;4.9&quot;,&quot;iso&quot;:&quot;64&quot;,&quot;shutter_speed&quot;:&quot;0.03125&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Tobias_2015-07-21 13.37.19" data-image-description="" data-image-caption="&lt;p&gt;Initial touch board tests with electric ink&#8230; (photo by Tobias Wehrum)&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19-300x169.jpg" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19-1024x576.jpg" class="size-large wp-image-3484" src="http://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19-1024x576.jpg" alt="Initial touch board tests with electric ink... (photo by Tobias Wehrum)" width="598" height="336" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19-1024x576.jpg 1024w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19-300x169.jpg 300w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19-642x362.jpg 642w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19-128x72.jpg 128w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.37.19-700x394.jpg 700w" sizes="auto, (max-width: 598px) 100vw, 598px" /></a><figcaption id="caption-attachment-3484" class="wp-caption-text">Initial Touch Board tests with electric ink&#8230; (photo by Tobias Wehrum)</figcaption></figure>
<figure id="attachment_3485" aria-describedby="caption-attachment-3485" style="width: 598px" class="wp-caption aligncenter"><a href="http://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00.jpg"><img loading="lazy" decoding="async" data-attachment-id="3485" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/tobias_2015-07-21-13-39-00/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00.jpg" data-orig-size="3840,2160" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;2&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;D5503&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1437485940&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;4.9&quot;,&quot;iso&quot;:&quot;400&quot;,&quot;shutter_speed&quot;:&quot;0.008&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Tobias_2015-07-21 13.39.00" data-image-description="" data-image-caption="&lt;p&gt;&#8230;and with other materials! (photo by Tobias Wehrum)&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00-300x169.jpg" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00-1024x576.jpg" class="size-large wp-image-3485" src="http://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00-1024x576.jpg" alt="...and with other materials! (photo by Tobias Wehrum)" width="598" height="336" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00-1024x576.jpg 1024w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00-300x169.jpg 300w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00-642x362.jpg 642w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00-128x72.jpg 128w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-21-13.39.00-700x394.jpg 700w" sizes="auto, (max-width: 598px) 100vw, 598px" /></a><figcaption id="caption-attachment-3485" class="wp-caption-text">&#8230;and with other materials! (photo by Tobias Wehrum)</figcaption></figure>
<figure id="attachment_3486" aria-describedby="caption-attachment-3486" style="width: 598px" class="wp-caption aligncenter"><a href="http://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18.jpg"><img loading="lazy" decoding="async" data-attachment-id="3486" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/tobias_2015-07-23-14-16-18/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18.jpg" data-orig-size="3840,2160" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;2&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;D5503&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1437660978&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;4.9&quot;,&quot;iso&quot;:&quot;64&quot;,&quot;shutter_speed&quot;:&quot;0.015625&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Tobias_2015-07-23 14.16.18" data-image-description="" data-image-caption="&lt;p&gt;Painting a prototype crystal (photo by Tobias Wehrum)&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18-300x169.jpg" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18-1024x576.jpg" class="size-large wp-image-3486" src="http://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18-1024x576.jpg" alt="Painting a prototype crystal (photo by Tobias Wehrum)" width="598" height="336" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18-1024x576.jpg 1024w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18-300x169.jpg 300w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18-642x362.jpg 642w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18-128x72.jpg 128w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-23-14.16.18-700x394.jpg 700w" sizes="auto, (max-width: 598px) 100vw, 598px" /></a><figcaption id="caption-attachment-3486" class="wp-caption-text">Painting a prototype crystal with conductive paint (photo by Tobias Wehrum)</figcaption></figure>
<figure id="attachment_3487" aria-describedby="caption-attachment-3487" style="width: 598px" class="wp-caption aligncenter"><a href="http://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24.jpg"><img loading="lazy" decoding="async" data-attachment-id="3487" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/tobias_2015-07-24-14-18-24/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24.jpg" data-orig-size="3840,2160" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;2&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;D5503&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1437747504&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;4.9&quot;,&quot;iso&quot;:&quot;640&quot;,&quot;shutter_speed&quot;:&quot;0.01&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Tobias_2015-07-24 14.18.24" data-image-description="" data-image-caption="&lt;p&gt;Or resident crystalomancer at work (photo by Tobias Wehrum)&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24-300x169.jpg" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24-1024x576.jpg" class="size-large wp-image-3487" src="http://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24-1024x576.jpg" alt="Or resident crystalomancer at work (photo by Tobias Wehrum)" width="598" height="336" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24-1024x576.jpg 1024w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24-300x169.jpg 300w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24-642x362.jpg 642w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24-128x72.jpg 128w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Tobias_2015-07-24-14.18.24-700x394.jpg 700w" sizes="auto, (max-width: 598px) 100vw, 598px" /></a><figcaption id="caption-attachment-3487" class="wp-caption-text">Our resident crystalomancer at work (photo by Tobias Wehrum)</figcaption></figure>
<figure id="attachment_3493" aria-describedby="caption-attachment-3493" style="width: 598px" class="wp-caption aligncenter"><a href="http://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped.jpg"><img loading="lazy" decoding="async" data-attachment-id="3493" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/kailin_2015-07-30-18-45-57-cropped/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped.jpg" data-orig-size="1930,3264" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Kailin_2015-07-30 18.45.57 cropped" data-image-description="" data-image-caption="&lt;p&gt;The set-up for the playtest (photo by Kailin Zhu)&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped-177x300.jpg" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped-605x1024.jpg" class="size-large wp-image-3493" src="http://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped-605x1024.jpg" alt="The set-up for the playtest (photo by Kailin Zhu)" width="598" height="1012" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped-605x1024.jpg 605w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped-177x300.jpg 177w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped-414x700.jpg 414w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Kailin_2015-07-30-18.45.57-cropped.jpg 1930w" sizes="auto, (max-width: 598px) 100vw, 598px" /></a><figcaption id="caption-attachment-3493" class="wp-caption-text">The set-up for the playtest (photo by Kailin Zhu)</figcaption></figure>
<figure id="attachment_3489" aria-describedby="caption-attachment-3489" style="width: 598px" class="wp-caption aligncenter"><a href="http://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20074941280_b666af4306_o.jpg"><img loading="lazy" decoding="async" data-attachment-id="3489" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/mattias_20074941280_b666af4306_o/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20074941280_b666af4306_o.jpg" data-orig-size="3000,2000" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;1.4&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1438276070&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;50&quot;,&quot;iso&quot;:&quot;800&quot;,&quot;shutter_speed&quot;:&quot;0.033333333333333&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Mattias_20074941280_b666af4306_o" data-image-description="" data-image-caption="&lt;p&gt;Eyes on the creature&#8230; (photo by Mattias Graham)&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20074941280_b666af4306_o-300x200.jpg" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20074941280_b666af4306_o-1024x683.jpg" class="size-large wp-image-3489" src="http://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20074941280_b666af4306_o-1024x683.jpg" alt="Eyes on the creature... (photo by Mattias Graham)" width="598" height="399" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20074941280_b666af4306_o-1024x683.jpg 1024w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20074941280_b666af4306_o-300x200.jpg 300w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20074941280_b666af4306_o-700x467.jpg 700w" sizes="auto, (max-width: 598px) 100vw, 598px" /></a><figcaption id="caption-attachment-3489" class="wp-caption-text">Getting closer&#8230; (photo by Mattias Graham)</figcaption></figure>
<figure id="attachment_3491" aria-describedby="caption-attachment-3491" style="width: 598px" class="wp-caption aligncenter"><a href="http://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20076347689_4e62a8e94a_o.jpg"><img loading="lazy" decoding="async" data-attachment-id="3491" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/mattias_20076347689_4e62a8e94a_o/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20076347689_4e62a8e94a_o.jpg" data-orig-size="3000,2000" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;2.8&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1438275957&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;50&quot;,&quot;iso&quot;:&quot;800&quot;,&quot;shutter_speed&quot;:&quot;0.0125&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Mattias_20076347689_4e62a8e94a_o" data-image-description="" data-image-caption="&lt;p&gt;Creature spotted! (photo by Mattias Graham)&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20076347689_4e62a8e94a_o-300x200.jpg" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20076347689_4e62a8e94a_o-1024x683.jpg" class="size-large wp-image-3491" src="http://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20076347689_4e62a8e94a_o-1024x683.jpg" alt="Creature spotted! (photo by Mattias Graham)" width="598" height="399" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20076347689_4e62a8e94a_o-1024x683.jpg 1024w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20076347689_4e62a8e94a_o-300x200.jpg 300w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20076347689_4e62a8e94a_o-700x467.jpg 700w" sizes="auto, (max-width: 598px) 100vw, 598px" /></a><figcaption id="caption-attachment-3491" class="wp-caption-text">Creature spotted! (photo by Mattias Graham)</figcaption></figure>
<figure id="attachment_3492" aria-describedby="caption-attachment-3492" style="width: 598px" class="wp-caption aligncenter"><a href="http://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20254661802_86ee479665_o.jpg"><img loading="lazy" decoding="async" data-attachment-id="3492" data-permalink="https://blog.dragonlab.de/2015/09/cloudkeeper/mattias_20254661802_86ee479665_o/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20254661802_86ee479665_o.jpg" data-orig-size="3000,2000" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;1.8&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;1438275754&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;50&quot;,&quot;iso&quot;:&quot;800&quot;,&quot;shutter_speed&quot;:&quot;0.025&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;1&quot;}" data-image-title="Mattias_20254661802_86ee479665_o" data-image-description="" data-image-caption="&lt;p&gt;Sloooowly, slooowly&#8230; Eyes on the creature&#8230; (photo by Mattias Graham)&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20254661802_86ee479665_o-300x200.jpg" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20254661802_86ee479665_o-1024x683.jpg" class="size-large wp-image-3492" src="http://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20254661802_86ee479665_o-1024x683.jpg" alt="Sloooowly, slooowly... Eyes on the creature... (photo by Mattias Graham)" width="598" height="399" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20254661802_86ee479665_o-1024x683.jpg 1024w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20254661802_86ee479665_o-300x200.jpg 300w, https://blog.dragonlab.de/wp-content/uploads/2015/09/Mattias_20254661802_86ee479665_o-700x467.jpg 700w" sizes="auto, (max-width: 598px) 100vw, 598px" /></a><figcaption id="caption-attachment-3492" class="wp-caption-text">Sloooowly, slooowly&#8230; (photo by Mattias Graham)</figcaption></figure>
]]></content:encoded>
					
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		<title>KinectMagic &#8211; A Kinect Wizard Duel Game Prototype</title>
		<link>https://blog.dragonlab.de/2015/01/kinectmagic/</link>
					<comments>https://blog.dragonlab.de/2015/01/kinectmagic/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Fri, 30 Jan 2015 03:25:17 +0000</pubDate>
				<category><![CDATA[Author's Picks]]></category>
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		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2830</guid>

					<description><![CDATA[In my studies at the HTW Berlin, I had a course called &#8220;Independent Coursework&#8221; 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 &#8230; <a href="https://blog.dragonlab.de/2015/01/kinectmagic/" class="more-link">Continue reading <span class="screen-reader-text">KinectMagic &#8211; A Kinect Wizard Duel Game Prototype</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">In my studies at the HTW Berlin, I had a course called &#8220;Independent Coursework&#8221; 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&#8217;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:</p>
<h4 style="text-align: center;"><img loading="lazy" decoding="async" data-attachment-id="2832" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/splash-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash.png" data-orig-size="432,163" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="KinectMagic" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash-300x113.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash.png" class="aligncenter size-full wp-image-2832" src="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash.png" alt="KinectMagic" width="432" height="163" srcset="https://blog.dragonlab.de/wp-content/uploads/2015/01/splash.png 432w, https://blog.dragonlab.de/wp-content/uploads/2015/01/splash-300x113.png 300w" sizes="auto, (max-width: 432px) 100vw, 432px" /></h4>
<p style="text-align: center;">Create spells! Attack! Defend! Dodge!</p>
<p style="text-align: center;">Tactical spellcasting meets fast reflexes in this<br />
duel game for two wizards and a Kinect v1.</p>
<p style="text-align: center;"><strong><a href="http://dragonlab.de/projects/kinectmagic/KinectMagic.zip">Download for Windows</a></strong></p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/II__mJHoyWA" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="KinectMagic - A Kinect Wizard Duel Game Prototype" title="Play video &quot;KinectMagic - A Kinect Wizard Duel Game Prototype&quot;">http://youtu.be/II__mJHoyWA</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/II__mJHoyWA" title="KinectMagic - A Kinect Wizard Duel Game Prototype">KinectMagic &#8211; A Kinect Wizard Duel Game Prototype (http://youtu.be/II__mJHoyWA)</a></noscript></div>
</div>
<p style="text-align: left;"><span id="more-2830"></span>Credits:</p>
<ul>
<li style="text-align: left;">Tobias Wehrum: Programming, Game Design</li>
<li style="text-align: left;">Jana Leinweber: Game Design</li>
</ul>
<p>With assets by:</p>
<ul>
<li>Countdown Voice by <a href="http://qubodup.net" target="_blank">Iwan &#8220;qubodup&#8221; Gabovitch</a></li>
<li>Sound Effects from <a href="http://www.universalsoundfx.com" target="_blank">Universal Sound FX</a></li>
<li>Video Music by <a href="https://soundcloud.com/stevenobrien/majestic-epic-orchestral-piece" target="_blank">Steven O’Brien</a></li>
<li>Particles by <a href="http://www.chemicalbliss.com" target="_blank">Unluck Software</a></li>
<li>Icons from <a href="http://game-icons.net" target="_blank">Game-icons.net</a></li>
<li>&#8220;Granstander Clean&#8221; font by <a href="http://www.tylerfinck.com" target="_blank">Tyler Finck</a></li>
</ul>
<p>Thanks to <a href="http://tobiasmuller.de" target="_blank">Tobias Müller</a> for recording the video with me!</p>
<p>Here is a quick summary of the spells:</p>
<figure id="attachment_2855" aria-describedby="caption-attachment-2855" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2855" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell01-fireball-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell01-Fireball1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell01-Fireball" data-image-description="" data-image-caption="&lt;p&gt;Throwable projectile.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell01-Fireball1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell01-Fireball1.png" class="size-full wp-image-2855" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell01-Fireball1.png" alt="Throwable projectile." width="242" height="128" /><figcaption id="caption-attachment-2855" class="wp-caption-text">Throwable projectile.</figcaption></figure>
<figure id="attachment_2856" aria-describedby="caption-attachment-2856" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2856" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell02-poisoncloud-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell02-PoisonCloud1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell02-PoisonCloud" data-image-description="" data-image-caption="&lt;p&gt;Multiple poison clouds pop up at random positions around the enemy. Poison damages enemy for a while.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell02-PoisonCloud1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell02-PoisonCloud1.png" class="size-full wp-image-2856" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell02-PoisonCloud1.png" alt="Multiple poison clouds pop up at random positions around the enemy. Poison damages enemy for a while." width="242" height="128" /><figcaption id="caption-attachment-2856" class="wp-caption-text">Multiple poison clouds pop up at random positions around the enemy. Poison damages enemy for a while.</figcaption></figure>
<figure id="attachment_2857" aria-describedby="caption-attachment-2857" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2857" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell03-lightning-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell03-Lightning1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell03-Lightning" data-image-description="" data-image-caption="&lt;p&gt;A lightning cloud appears over the head of the enemy. Shortly after, a lightning bolt strikes.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell03-Lightning1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell03-Lightning1.png" class="size-full wp-image-2857" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell03-Lightning1.png" alt="A lightning cloud appears over the head of the enemy. Shortly after, a lightning bolt strikes." width="242" height="128" /><figcaption id="caption-attachment-2857" class="wp-caption-text">A lightning cloud appears over the head of the enemy. Shortly after, a lightning bolt strikes.</figcaption></figure>
<figure id="attachment_2858" aria-describedby="caption-attachment-2858" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2858" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell04-stonestrike-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell04-StoneStrike1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell04-StoneStrike" data-image-description="" data-image-caption="&lt;p&gt;Multiple small throwable projectiles.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell04-StoneStrike1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell04-StoneStrike1.png" class="size-full wp-image-2858" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell04-StoneStrike1.png" alt="Multiple small throwable projectiles." width="242" height="128" /><figcaption id="caption-attachment-2858" class="wp-caption-text">Multiple small throwable projectiles.</figcaption></figure>
<figure id="attachment_2859" aria-describedby="caption-attachment-2859" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2859" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell05-shield-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell05-Shield1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell05-Shield" data-image-description="" data-image-caption="&lt;p&gt;Creates a shield around a hand of the player, blocking one projectile or lightning.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell05-Shield1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell05-Shield1.png" class="size-full wp-image-2859" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell05-Shield1.png" alt="Creates a shield around a hand of the player, blocking one projectile or lightning." width="242" height="128" /><figcaption id="caption-attachment-2859" class="wp-caption-text">Creates a shield around a hand of the player, blocking one projectile or lightning.</figcaption></figure>
<figure id="attachment_2860" aria-describedby="caption-attachment-2860" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2860" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell06-airblast-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell06-AirBlast1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell06-AirBlast" data-image-description="" data-image-caption="&lt;p&gt;Creates a temporary air field around the player&#8217;s hand which can reflect projectiles.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell06-AirBlast1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell06-AirBlast1.png" class="size-full wp-image-2860" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell06-AirBlast1.png" alt="Creates a temporary air field around the player's hand which can reflect projectiles." width="242" height="128" /><figcaption id="caption-attachment-2860" class="wp-caption-text">Creates a temporary air field around the player&#8217;s hand which can reflect projectiles.</figcaption></figure>
<figure id="attachment_2861" aria-describedby="caption-attachment-2861" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2861" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell07-heal-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell07-Heal1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell07-Heal" data-image-description="" data-image-caption="&lt;p&gt;Heals the player. Cures poison.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell07-Heal1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell07-Heal1.png" class="size-full wp-image-2861" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell07-Heal1.png" alt="Heals the player. Cures poison." width="242" height="128" /><figcaption id="caption-attachment-2861" class="wp-caption-text">Heals the player. Cures poison.</figcaption></figure>
<figure id="attachment_2862" aria-describedby="caption-attachment-2862" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2862" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell08-energydrain-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell08-EnergyDrain1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell08-EnergyDrain" data-image-description="" data-image-caption="&lt;p&gt;A throwable projectile that heals the throwing player afterwards if it hits.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell08-EnergyDrain1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell08-EnergyDrain1.png" class="size-full wp-image-2862" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell08-EnergyDrain1.png" alt="A throwable projectile that heals the throwing player afterwards if it hits." width="242" height="128" /><figcaption id="caption-attachment-2862" class="wp-caption-text">A throwable projectile that heals the throwing player afterwards if it hits.</figcaption></figure>
<figure id="attachment_2863" aria-describedby="caption-attachment-2863" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2863" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell09-energystorm-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell09-EnergyStorm1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell09-EnergyStorm" data-image-description="" data-image-caption="&lt;p&gt;Destroys all of the other player&#8217;s gathered spells if he doesn&#8217;t use them quickly enough. Does damage for every destroyed spell.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell09-EnergyStorm1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell09-EnergyStorm1.png" class="size-full wp-image-2863" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell09-EnergyStorm1.png" alt="Destroys all of the other player's gathered spells if he doesn't use them quickly enough. Does damage for every destroyed spell." width="242" height="128" /><figcaption id="caption-attachment-2863" class="wp-caption-text">Destroys all of the other player&#8217;s gathered spells if he doesn&#8217;t use them quickly enough. Does damage for every destroyed spell.</figcaption></figure>
<figure id="attachment_2864" aria-describedby="caption-attachment-2864" style="width: 242px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" data-attachment-id="2864" data-permalink="https://blog.dragonlab.de/2015/01/kinectmagic/spell10-slowingbubble-2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell10-SlowingBubble1.png" data-orig-size="242,128" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="Spell10-SlowingBubble" data-image-description="" data-image-caption="&lt;p&gt;Slows time inside a bubble, making every projectile slower and more easily dodgeable.&lt;/p&gt;
" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell10-SlowingBubble1.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2015/01/Spell10-SlowingBubble1.png" class="size-full wp-image-2864" src="http://blog.dragonlab.de/wp-content/uploads/2015/01/Spell10-SlowingBubble1.png" alt="Slows time inside a bubble, making every projectile slower and more easily dodgeable." width="242" height="128" /><figcaption id="caption-attachment-2864" class="wp-caption-text">Slows time inside a bubble, making every projectile slower and more easily dodgeable.</figcaption></figure>
<p style="text-align: justify;">Apart from striving to make the game fitting for the unique capabilities of the Kinect, we also tried to adhere closely to the principle of <a href="http://www.penny-arcade.com/patv/episode/counter-play" target="_blank">counter-play</a>: Every action should be interesting for the attacker and for the victim.</p>
<p style="text-align: justify;">A few examples of counter-play in our spells:</p>
<ul>
<li style="text-align: justify;">Projectiles are interesting to target/throw and it is also fun to evade them.</li>
<li style="text-align: justify;">If the enemy hoards spell containers, you can use an Energy Storm. This sucks for the enemy, but he can still quickly react and choose which spells to use.</li>
<li style="text-align: justify;">Air Blast can be used against a projectile-heavy enemy, reflecting those projectiles &#8211; but they still have to be targeted well.</li>
<li style="text-align: justify;">Heal helps the player, but while he heals he is busy and defenseless.</li>
<li style="text-align: justify;">If the enemy has an Air Blast or a Slowing Bubble, that might be the perfect time to hoard new spells &#8211; or to use a Poison Bubble.</li>
<li style="text-align: justify;">The enemy has a Shield? Use a Stone Strike &#8211; if the enemy blocks it, the Shield breaks on which was only 1/3 of the damage.</li>
</ul>
]]></content:encoded>
					
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		<title>Master&#8217;s Thesis: Evaluating the Advantages of Physical and Digital Elements in Hybrid Tabletop Games</title>
		<link>https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/</link>
					<comments>https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Sun, 28 Dec 2014 13:37:19 +0000</pubDate>
				<category><![CDATA[Cool Prototypes]]></category>
		<category><![CDATA[Publications]]></category>
		<category><![CDATA[Top 7]]></category>
		<category><![CDATA[2 Players]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Co-Op]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Open Source]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Touchscreen]]></category>
		<category><![CDATA[Unity]]></category>
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		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2710</guid>

					<description><![CDATA[Preface A few weeks ago, I finished my studies at the HTW Berlin in International Media and Computing with the defense following my master&#8217;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 &#8230; <a href="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/" class="more-link">Continue reading <span class="screen-reader-text">Master&#8217;s Thesis: Evaluating the Advantages of Physical and Digital Elements in Hybrid Tabletop Games</span></a>]]></description>
										<content:encoded><![CDATA[<h3>Preface</h3>
<p style="text-align: justify;">A few weeks ago, I finished my studies at the <a href="http://www-en.htw-berlin.de" target="_blank" rel="noopener noreferrer">HTW Berlin</a> in International Media and Computing with the defense following my master&#8217;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 &#8220;too long; didn&#8217;t read&#8221; 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:</p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/thesis_hybrid_tabletop_games/Evaluating%20the%20Advantages%20of%20Physical%20and%20Digital%20Elements%20in%20Hybrid%20Tabletop%20Games%20(by%20Tobias%20Wehrum).pdf">Master&#8217;s Thesis</a></p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/thesis_hybrid_tabletop_games/files.zip">Source Code (open source, MIT license), Screenshots, Photos, Videos etc.</a></p>
<p style="text-align: left;">You can also read this summary as a <a href="http://dragonlab.de/projects/thesis_hybrid_tabletop_games/Evaluating%20the%20Advantages%20of%20Physical%20and%20Digital%20Elements%20in%20Hybrid%20Tabletop%20Games%20(by%20Tobias%20Wehrum)%20-%20Summary.pdf">PDF</a>, but you would miss out on the videos.<span id="more-2710"></span></p>
<h3 style="text-align: left;">Introduction</h3>
<p style="text-align: justify;">I love board games just as much as I love digital games. With smartphones and tablets, digital board games are getting bigger and bigger. But those are mostly touch-based &#8211; and at the HTW I had the chance to make games with a <a href="http://www.multitaction.com/products/displays/embedded" target="_blank" rel="noopener noreferrer">MultiTaction Cell multitouch table</a> which can recognize objects placed on top of it too. So now, in my thesis, I wanted to find out if I can create digital-physical tabletop hybrid games that provide better gameplay than a touch-only version could.</p>
<p style="text-align: justify;">I didn&#8217;t want to do something like chess which could be played with physical tokens, as a touch-based digital game or as a hybrid game without changing gameplay at all. I set out to focus on game prototypes where neither the digital and physical elements could be removed without changing the gameplay &#8211; a &#8220;true hybrid&#8221;, only possible in combination. Core physical elements should be interactions with advantages in the physical world, for example using the sense of touch to quickly and intuitively manipulate objects without directly looking at them, real-world physical interactions between pieces or using other properties of physical artifacts – e.g. objects can look different depending on the viewing angle. Likewise, the digital aspect is not just used for the sake of technology, but to add gameplay elements that are only possible by using technology.</p>
<p style="text-align: justify;">I quickly figured out that it is easy to make the digital side matter, but almost everything physical that the multi-touch table can still recognize can also be closely simulated digitally. This shifted the focus a bit: Instead of still trying to make &#8220;true hybrids&#8221;, I wanted to make tabletop game prototypes that I believe are improved by the physical/digital combination. Every prototype would get a hybrid and a touch-based-only version, and then I can compare those in user tests.</p>
<h3 style="text-align: justify;">Physical/Digital Advantages</h3>
<p style="text-align: justify;">Before I started with the design of the prototypes, I analyzed board games and digital games to find out which advantages they have over the other side. Note that a lot of those have exceptions, e.g. digital games are more likely to have a tutorial, but there are also <a href="http://boardgamegeek.com/boardgame/127398/legends-andor" target="_blank" rel="noopener noreferrer">board games with tutorials</a> &#8211; and flicking might have advantages in the physical world, but <a href="https://www.youtube.com/watch?v=jpFBiGIEnZg" target="_blank" rel="noopener noreferrer">digital games have similar mechanics</a>. Mechanics and properties that are listed here are not exclusive to either side; I just believe that one side does it easier or might do it better in some way.</p>
<p style="text-align: justify;">My thesis also has a short chapter on pervasive games, but since the focus is on making a tabletop hybrid game, I&#8217;ll leave this out here.</p>
<h4>Physical Advantages &#8211; with a focus on board games</h4>
<h5>Physical Interaction</h5>
<p style="text-align: justify;">The physical world provides tactile feedback and often allows for more fine-grained movement.</p>
<ul>
<li style="text-align: justify;"><strong>Finger Flicking</strong>: Done in games like <a href="http://boardgamegeek.com/boardgame/5072/carrom" target="_blank" rel="noopener noreferrer">Carrom</a> and <a href="http://www.boardgamegeek.com/boardgame/521/crokinole" target="_blank" rel="noopener noreferrer">Crokinole</a>, sometimes also thematic games like the dungeon-crawler <a href="http://www.boardgamegeek.com/boardgame/57390/catacombs" target="_blank" rel="noopener noreferrer">Catacombs</a>. Can be simulated with quick swish-motions on touch screens or pull-back mechanics in the digital world.</li>
<li style="text-align: justify;"><strong>Gravity</strong>: Games like <a href="http://boardgamegeek.com/image/311114/bausack" target="_blank" rel="noopener noreferrer">Bausack</a> or <a href="http://boardgamegeek.com/boardgame/2452/jenga" target="_blank" rel="noopener noreferrer">Jenga</a> are built around building, balancing or removing building blocks in 3d space. It is hard to simulate the small movements and the tactile feedback in a digital game, although many 2d physics games exist.</li>
<li style="text-align: justify;"><strong>Tools</strong>: Games like <a href="http://boardgamegeek.com/boardgame/3737/operation" target="_blank" rel="noopener noreferrer">Operation</a> or <a href="http://boardgamegeek.com/boardgame/9812/gone-fishin" target="_blank" rel="noopener noreferrer">Gone Fishin&#8217;</a> are based around tools used to interact with the game to give it a certain feeling or mechanics. These are much easier and often cheaper to produce for a physical game; the digital equivalent would be custom controllers.</li>
</ul>
<h5>Hidden State in a Shared Space</h5>
<p style="text-align: justify;">Tabletop games use independently movable physical parts which allows players to look at information (for example the underside of a card or token) without the other player seeing the same information. This is not possible on a single shared digital screen on multi-touch table or tablet. Digitally, this can be solved by using multiple screens or having a player look away, so either the space is not shared anymore or the flow is often broken.</p>
<h5>Player Interaction</h5>
<p style="text-align: justify;">Interacting and communicating with other people is much easier when the partner is in the same room, instead of through text and speech or even through a webcam.</p>
<ul>
<li style="text-align: justify;"><strong>Communication and Party Games</strong>: Games like <a href="http://www.boardgamegeek.com/boardgame/1111/taboo" target="_blank" rel="noopener noreferrer">Taboo</a>, <a href="http://boardgamegeek.com/boardgame/2281/pictionary" target="_blank" rel="noopener noreferrer">Pictionary</a>, <a href="http://boardgamegeek.com/boardgame/5122/charades" target="_blank" rel="noopener noreferrer">Charades</a> and <a href="http://www.boardgamegeek.com/boardgame/76728/freeze" target="_blank" rel="noopener noreferrer">Freeze</a> are heavily reliant on communication &#8211; be it speaking, drawing, gesturing or full-blown acting. Speaking and drawing can be replicated in digital games as well and might just be more enjoyable in a setting with everybody in the same room; when more body language and atmosphere is involved though, making a good digital equivalent harder or even impossible to create.</li>
<li style="text-align: justify;"><strong>Reading People’s Faces</strong>: Games like <a href="http://www.boardgamegeek.com/boardgame/242/junta" target="_blank" rel="noopener noreferrer">Junta</a> or those in the <a href="http://boardgamegeek.com/boardgamefamily/2989/werewolf-mafia" target="_blank" rel="noopener noreferrer">Werewolf/Mafia</a> family are heavily based on observation, negotiation and/or calling people&#8217;s bluffs &#8211; &#8220;reading&#8221; people. This can be done digitally and online too, but it is a totally different experience.</li>
</ul>
<h5>Flexibility</h5>
<p style="text-align: justify;">Board games are fully executed by human players. This allows for a certain kind of flexibility.</p>
<ul>
<li style="text-align: justify;"><strong>House Rules</strong>: Rules could be improved? Easily changed.</li>
<li style="text-align: justify;"><strong>Games about Making Rules</strong>: Games like <a href="http://www.boardgamegeek.com/boardgame/10659/hex-hex" target="_blank" rel="noopener noreferrer">Hex Hex</a> or <a href="http://www.boardgamegeek.com/boardgame/4550/1000-blank-white-cards" target="_blank" rel="noopener noreferrer">1000 blank white cards</a> take it one step further by allowing the players to make up new rules or even design all game components and interactions.</li>
</ul>
<h5>Other Advantages</h5>
<ul>
<li style="text-align: justify;"><strong>Components</strong>: Physical components are often cheap and dependable. Digital devices on the other hand need to be bought, and assuming that players have smartphones doesn&#8217;t hold true everywhere.</li>
<li style="text-align: justify;"><strong>Available Space</strong>: Big touch screen are often very expensive, while producing a table-sized board game might not be exactly cheap, but still much cheaper.</li>
</ul>
<h4>Digital Advantages</h4>
<h5>Tutorial</h5>
<p style="text-align: justify;">In the board game world, learning a new game usually means reading a rulebook – or being taught by somebody who already knows the game. In the digital world, the learning companion can be the game itself. Digital games can enforce rules, teach when appropriate and react to players faults more easily. (Although <a href="http://boardgamegeek.com/boardgame/127398/legends-of-andor" target="_blank" rel="noopener noreferrer">Legends of Andor</a> does a pretty good job at having a board game tutorial &#8211; inspired by digital games, no less.)</p>
<h5>Control</h5>
<p>In digital games, the experience is fully controlled by a processor: Input is taken and used as seen fit instead of direct interaction with the game pieces like in board games.</p>
<ul>
<li style="text-align: justify;"><strong>Setup Time</strong>: Even after learning the rules, physical games still have to be prepared manually. The worst you will usually get from a digital game is a bit of loading time.</li>
<li style="text-align: justify;"><strong>Automatic Data Processing</strong>: Menial counting tasks and figuring out action results can be taken care of swiftly and automatically.</li>
<li style="text-align: justify;"><strong>Information Display</strong>: The game can show predictions and context-sensitive information when needed.</li>
<li style="text-align: justify;"><strong>Distance Calculation</strong>: Instead of moving in a visible grid or graph, movement can instead be by distance &#8211; and still does not need external tools like a ruler.</li>
<li style="text-align: justify;"><strong>Real Time Play</strong>: Automatic data processing also allows real-time play since it can instantly compute outcomes and it can limit players action, for example via a cooldown delay or resource usage.</li>
<li style="text-align: justify;"><strong>No Room for Player Errors</strong>: The game executes all the rules itself. If players haven&#8217;t understood a rule, it will still happen like it was originally intended.</li>
<li style="text-align: justify;"><strong>Cheating Inhibition</strong>: While technical cheats are possible, those are far less casual than looking at enemy cards in a board game or switching pieces while an enemy has left the room briefly.</li>
<li style="text-align: justify;"><strong>Impartial Judgment</strong>: Knowing everything that happens perfectly at any time and favoring nobody, digital games can easily judge results.</li>
<li style="text-align: justify;"><strong>Artificial Intelligence</strong>: Processing power enables stronger and more interesting non-human enemies than board games.</li>
<li style="text-align: justify;"><strong>Hidden State Processing</strong>: Hidden state can be automatically worked with in a truly hidden way. Considering a shared screen space, a game could still process what a hidden card does, for example mining one gold nugget per turn which the player could already use without revealing its source.</li>
<li style="text-align: justify;"><strong>Hidden Actions/Communication</strong>: When a player has their own device available, they can take hidden actions with the game verifying that this action is actually possible – thereby allowing hidden actions without fear that another player cheats. In the same vein, this could allow communication between players without a third party knowing that this takes place at all, for example to form secret alliances and plan combined actions.</li>
<li style="text-align: justify;"><strong>Sensors and Input Devices</strong>: Digital processing allows games to use sensors and interesting/complex input devices and integrate them into the gameplay.</li>
</ul>
<h5>Content</h5>
<ul>
<li style="text-align: justify;"><strong>Storage Capacity</strong>: So many games on such a small disk.</li>
<li style="text-align: justify;"><strong>Procedural Generation</strong>: Levels and playing fields can be created by algorithms on demand &#8211; with agency and configurable.</li>
</ul>
<h5>Presentation</h5>
<ul>
<li style="text-align: justify;"><strong>Animation</strong>: Board games mostly have static visual elements that are moved around. Digital games can change or animate those elements according to actions and game state.</li>
<li style="text-align: justify;"><strong>Sound Feedback</strong>: Obviously, the real world has sound feedback too, for example when placing a token &#8211; but here, digital games can play sound specific to what a token or action symbolizes, for example a cat token that meows when it gets a fish token.</li>
<li style="text-align: justify;"><strong>Atmosphere</strong>: Changing visuals and added music can greatly increase the atmosphere for a game.</li>
</ul>
<h5>Logistics</h5>
<ul>
<li style="text-align: justify;"><strong>Location</strong>: Tablets have much smaller screens than a board game would need. Suddenly, <a href="http://gamasutra.com/view/news/180018/When_digital_versions_of_board_games_surpass_the_originals.php" target="_blank" rel="noopener noreferrer">a big board game might be playable in a coffee shop</a>.</li>
<li style="text-align: justify;"><strong>Availability</strong>: No need to wait for a physical order to arrive &#8211; digital games can mostly just bought online and downloaded instantly.</li>
<li style="text-align: justify;"><strong>Updatability</strong>: Game content and rules can be updated later via online updates.</li>
<li style="text-align: justify;"><strong>Persistence</strong>: When a game takes too long to finish, it can be saved and later restored. Unlike most board games, that makes it very easy to move between playing locations too.</li>
</ul>
<h5>Online Play</h5>
<p style="text-align: justify;">Digital gaming devices are often connected to the internet which enables playing with people who are not sharing the same room. This enables playing with friends who cannot meet personally at the moment, but it also allows strangers to play together.</p>
<p style="text-align: justify;"><strong>Real-time online play</strong> is obviously used in real-time games, although turn-based games often need everyone connected at the same time. On the other hand, the persistence of a server also allows <strong>asynchronous online play</strong> &#8211; players are not necessarily online at the same time, make a move, log out again and are notified once the other player made their move too.</p>
<h3 style="text-align: justify;">The Prototypes</h3>
<p>To find out whether having a physical/digital hybrid improves on gameplay, I made three game prototypes, each with a hybrid variant and a touch-only variant.</p>
<h4>Finger-Flicking Game</h4>
<div style="text-align: center;"><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1.png"><img loading="lazy" decoding="async" data-attachment-id="2717" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/finger-flicking_game1/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="finger-flicking_game1" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-1024x768.png" class="alignnone wp-image-2717" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-300x225.png" alt="finger-flicking_game1" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game1-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a>     <a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2.png"><img loading="lazy" decoding="async" data-attachment-id="2718" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/finger-flicking_game2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="finger-flicking_game2" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-1024x768.png" class="alignnone wp-image-2718" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-300x225.png" alt="finger-flicking_game2" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_game2-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a></div>
<p>The first prototype is a two-player versus flicking game with real-time scoring. Players flick discs into scoring areas, adding a new disk every few seconds. Sometimes it might be more advantageous to wait until the enemy goes first and then hit the enemy disk so it leaves the area it is in &#8211; and sometimes it might be better to quickly score in an easily accessible scoring area. The game ends after a fixed amount of time and the player with the higher score wins.</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/TNeNzLivp4I" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Master&#039;s Thesis - Finger Flicking Game" title="Play video &quot;Master&#039;s Thesis - Finger Flicking Game&quot;">http://youtu.be/TNeNzLivp4I</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/TNeNzLivp4I" title="Master&#039;s Thesis - Finger Flicking Game">Master&#039;s Thesis &#8211; Finger Flicking Game (http://youtu.be/TNeNzLivp4I)</a></noscript></div>
</div>
<h5 style="text-align: justify;">Physical Part</h5>
<p style="text-align: justify;">The game uses physical tokens the player&#8217;s can flick, which I believed to me more engaging than a purely touch-based version because it adds tactile sensations and real-life interactions. I also thought the players might easier learn how much force they need to flick properly because they know naïve physics and get haptic feedback.</p>
<h5 style="text-align: justify;">Digital Part</h5>
<p style="text-align: justify;">The main digital parts are a) the real-time scoring and b) the timer which allows the placement of new tokens. The game also uses visual feedback: The background is tinted in the currently winning player&#8217;s color and tokens which are scoring higher amounts emit bigger visual &#8220;waves&#8221;.</p>
<h4>Spaceship Game</h4>
<div style="text-align: center;"><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1.png"><img loading="lazy" decoding="async" data-attachment-id="2719" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/spaceship_game1/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="spaceship_game1" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-1024x768.png" class="alignnone size-medium wp-image-2719" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-300x225.png" alt="spaceship_game1" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game1-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a>     <a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2.png"><img loading="lazy" decoding="async" data-attachment-id="2720" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/spaceship_game2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="spaceship_game2" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-1024x768.png" class="alignnone size-medium wp-image-2720" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-300x225.png" alt="spaceship_game2" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_game2-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a></div>
<p style="text-align: justify;">In the Spaceship Game, two players cooperatively manipulate a spaceship with attached satellites in real-time. The satellites have different turrets, shields or supporting structures. The goal is to survive as many waves of enemies as possible.</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/Bhc3SKKhF3A" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Master&#039;s Thesis - Spaceship Game" title="Play video &quot;Master&#039;s Thesis - Spaceship Game&quot;">http://youtu.be/Bhc3SKKhF3A</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/Bhc3SKKhF3A" title="Master&#039;s Thesis - Spaceship Game">Master&#039;s Thesis &#8211; Spaceship Game (http://youtu.be/Bhc3SKKhF3A)</a></noscript></div>
</div>
<h5 style="text-align: justify;">Physical Part</h5>
<p style="text-align: justify;">The physical spaceship is a direct representation of the digital spaceship. Players get instant tactile feedback on their actions, and resistance and the feeling of tugging might make it easier to cooperate. Turning and moving should also be easier when working with a wheel instead of a touch screen.</p>
<h5 style="text-align: justify;">Digital Part</h5>
<p style="text-align: justify;">The game simulates enemies coming at the player in real-time while also operating weapons, moving projectiles, resolving collisions and keeping track of hit points. This cannot be reasonably done in a non-digital tabletop version while keeping the real-time element.</p>
<h4>Duel Game</h4>
<div style="text-align: center;"><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1.png"><img loading="lazy" decoding="async" data-attachment-id="2722" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/duel_game1/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="duel_game1" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-1024x768.png" class="alignnone size-medium wp-image-2722" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-300x225.png" alt="duel_game1" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game1-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a>     <a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2.png"><img loading="lazy" decoding="async" data-attachment-id="2724" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/duel_game2/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2.png" data-orig-size="1024,768" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="duel_game2" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-300x225.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-1024x768.png" class="alignnone size-medium wp-image-2724" style="width: 256px; height: 192px;" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-300x225.png" alt="duel_game2" width="256" height="192" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-300x225.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2.png 1024w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_game2-700x525.png 700w" sizes="auto, (max-width: 256px) 100vw, 256px" /></a></div>
<p style="text-align: justify;">The Duel Game is a turn-based two player versus game. Both players have five units with different roles: Berserker (does most damage), Guard (has most health, strong counterattack), Marksman (ranged attack), Ninja (can try to jump out of attacks and switch with a unit once per game) and Spy (can get direct information about enemy tokens). Their positions are secret and players also secretly assign power levels from 1 to 5 to them. In the following fight, players move and attack with the units, using their respective strengths and abilities, trying to find out what the enemy units are and to take them down. Once a player has lost all their units, the other player wins.</p>
<div class="jetpack-video-wrapper">
<div class="container-lazyload preview-lazyload container-youtube js-lazyload--not-loaded"><a href="http://youtu.be/i9SafB3oBQM" class="lazy-load-youtube preview-lazyload preview-youtube" data-video-title="Master&#039;s Thesis - Duel Game" title="Play video &quot;Master&#039;s Thesis - Duel Game&quot;">http://youtu.be/i9SafB3oBQM</a><noscript>Video can&#8217;t be loaded because JavaScript is disabled: <a href="http://youtu.be/i9SafB3oBQM" title="Master&#039;s Thesis - Duel Game">Master&#039;s Thesis &#8211; Duel Game (http://youtu.be/i9SafB3oBQM)</a></noscript></div>
</div>
<h5 style="text-align: justify;">Physical Part</h5>
<p>The tokens with the cardboard screens allow two players to play on the same screen space without any indirection and still have hidden information.</p>
<h5 style="text-align: justify;">Digital Part</h5>
<p style="text-align: justify;">The game contains several parts would be very hard to remake in a purely physical tabletop version.</p>
<p style="text-align: justify;">Firstly, the rule set of interactions and reactions is a bit complicated. Having this done automatically is quite helpful.</p>
<p style="text-align: justify;">More importantly, the game contains several parts where you would need an external judge:</p>
<ul>
<li style="text-align: justify;">Fights are done in a doubly blind way: The attacking player knows a range of damage they can deal (for example 1-6), but they don&#8217;t know how much damage they did in this attack. On the other hand, the attacked player only knows that how much damage they took (for example 3), but not how much the opponent could have done.</li>
<li style="text-align: justify;">The Spy can see information about enemy pieces without the enemy even knowing that they have been spied upon.</li>
<li style="text-align: justify;">The Ninja can switch once with a friendly unit without informing the enemy player.</li>
</ul>
<h3 style="text-align: justify;">Test Results</h3>
<h4 style="text-align: justify;">Approach and Caveats</h4>
<p style="text-align: justify;">First off, this thesis did not have any budget or people to organize the search and testing, so it had only 12 probands in total. Additionally all the probands knew the author, with some even knowing the title of the thesis and a bit more information about it. I am fully aware that makes the results not very representative and less trustworthy, hence this caveat. The following is written in the hope that you still find it useful, if only for pointing in a general direction.</p>
<p>Each test session consisted of two players playing against each other. Many people played multiple games. A typical evaluation session looked like this:</p>
<ol>
<li style="text-align: justify;">The author of the thesis explains the game (5-10 minutes, depending on complexity)</li>
<li style="text-align: justify;">The participants play a version of the game (5-20 minutes)</li>
<li style="text-align: justify;">The participants separately fill out an AttrakDiff form for this version (5 minutes)</li>
<li style="text-align: justify;">The participants play the other version of the game (5-20 minutes)</li>
<li style="text-align: justify;">The participants separately fill out an AttrakDiff form for this version (5 minutes)</li>
<li style="text-align: justify;">The participants separately answer the comparison questionnaire (5 minutes)</li>
</ol>
<p>The <a href="http://attrakdiff.de/index-en.html" target="_blank" rel="noopener noreferrer">AttrakDiff</a> A/B test resulted in barely any difference between the two versions of each prototype, so I won&#8217;t mention it here.</p>
<p style="text-align: justify;">In the comparison questionnaire, players rated 7 questions from 0 to 6, with &#8220;0&#8221; being &#8220;Hybrid&#8221; and &#8220;6&#8221; being &#8220;Touch-only&#8221;. The italic text explains the motivation of certain questions and was not part of the questionnaire sheet.</p>
<ol>
<li>&#8220;Which version was easier to use?&#8221;</li>
<li>“In which version did you feel more in control?&#8221; <em>(In games, less control does not always equal less ease of use. The Finger-Flicking Game might be easier to target in the touch-only version, which might make feel people more in control there, but the hybrid version might be easier to use due to less indirection of input.)</em></li>
<li>&#8220;Which version was more fun?&#8221;</li>
<li>&#8220;Which version was more interesting?&#8221; <em>(This question tries to find out whether the hybrid version provides novelty value beyond pure gameplay.)</em></li>
<li>&#8220;Which version felt better?&#8221; <em>(This question tries to capture whether the sensations provided by the tactile feedback add to the experience. It is deliberately vague to refrain from influencing people towards the hybrid version.)</em></li>
<li>&#8220;In which version did you feel closer to the other player?&#8221; <em>(This tries to contribute to two questions: Do digital games feel more like playing “with the screen” instead of “with another player”? Does playing together on one screen in the hybrid version of the Duel Game make a noticeable difference?)</em></li>
<li>&#8220;If you had to play again, which version would you choose?&#8221;</li>
</ol>
<h4 style="text-align: justify;">Finger-Flicking Game</h4>
<h5>Hypothesis</h5>
<p style="text-align: justify;">In the hybrid version of the Finger-Flicking Game, the physical tokens are easier to handle as people can quickly figure out how they behave physically. The tactile feedback and the physical interactions between tokens feel gratifying and make the game interesting, but also a bit unpredictable. Only a limited amount of tokens needs to be introduced and recognized by the table at any time, so the friction between physical and digital world is kept to a minimum.</p>
<p style="text-align: justify;">The moves in the digital version are a bit more predictable. Flicking by swiping is easy to figure out and easy to execute, but it takes more tries to learn how far a swipe will take the token. Moving a token by tapping it first is a bit harder to learn because it is not intuitive.</p>
<p style="text-align: justify;">Depending on the players’ preference, they might prefer the tactile feedback and unpredictability of the hybrid version or the predictability of the digital version. The hypothesis was that the games will be fairly evenly rated with a preference for the hybrid version.</p>
<h5>Results</h5>
<p><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png"><img loading="lazy" decoding="async" data-attachment-id="2738" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/finger-flicking_results/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png" data-orig-size="928,542" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="finger-flicking_results" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results-300x175.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png" class="aligncenter size-full wp-image-2738" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png" alt="finger-flicking_results" width="928" height="542" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results.png 928w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results-300x175.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/finger-flicking_results-700x409.png 700w" sizes="auto, (max-width: 928px) 100vw, 928px" /></a></p>
<p style="text-align: justify;">The Finger-Flicking game had 8 testers. All average values tend slightly towards the hybrid variant in various degrees. Especially interesting was the wide range of answers – for example in the “Feeling of Control” category, 3 of the 8 players answered that the Hybrid version is clearly superior while 3 tended slightly and 2 strongly towards the touch-only version. Here it seems to come down to preference, which is in line with the hypothesis for this prototype.</p>
<p style="text-align: justify;">It is worth noting that both of the versions proved to be imperfect. The physical tokens in the hybrid version could be weightier and slide better and especially two testers had recognition problems; meanwhile, the digital version has a lag (by recognition algorithm design) when flicking, with the token not moving until the flicking gesture ended. I believe that if the recognition was stable and the physical properties of the hybrid version were more optimized that the hybrid version would be more strongly preferred. It would have been interesting to do more iterations of each version to finally compare “idealized” versions where each is as good as possible.</p>
<h4 style="text-align: justify;">Spaceship Game</h4>
<h5>Hypothesis</h5>
<p style="text-align: justify;">In the Spaceship Game, the physical feedback provided by the components in the hybrid version is essential. The tangibility allows for faster targeting than in the digital version (albeit it sometimes lags slightly behind), and grabbing and turning a wheel is easier to execute than constantly rubbing two fingers over the glass to turn and move a token. The physical constraints help players feel the movement restrictions and coordinate activities – for example when a player tries to evade a bullet by tugging, the other player might loosen their touch to allow the movement to happen. Additionally, the Spaceship Game has only 5 physical tokens in total – the mother ship and 4 satellites. These tokens can be made unique/persistent which improves the chance to recover from recognition errors, and they only move slowly compared to the Finger-Flicking Game. This should help to reduce the friction between the physical and digital worlds.</p>
<p style="text-align: justify;">The hypothesis here was that the hybrid version of the game will be strongly preferred.</p>
<h5 style="text-align: justify;">Results</h5>
<p><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png"><img loading="lazy" decoding="async" data-attachment-id="2739" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/spaceship_results/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png" data-orig-size="928,542" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="spaceship_results" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results-300x175.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png" class="aligncenter size-full wp-image-2739" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png" alt="spaceship_results" width="928" height="542" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results.png 928w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results-300x175.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/spaceship_results-700x409.png 700w" sizes="auto, (max-width: 928px) 100vw, 928px" /></a></p>
<p>The Spaceship Game also had 8 testers. Here, the tendency towards the hybrid version is even stronger, especially for in the “Ease of Use” category. It matches with the hypothesis, although not as strongly as expected.</p>
<p>Players said that the rotation in the digital version was very hard (a direct turning with touch points was used, as if one was touching points on physical objects – maybe a rotation speed multiplier would have been good here) and one tester remarked that the hybrid version had an unfair aesthetic advantage, with the simple graphics on the screen being the same, but the Lego model looking more interesting. One player said that the Lego model was obstructing his view and because of that he preferred the touch version, while others liked the look and feel of the model.</p>
<h4 style="text-align: justify;">Duel Game</h4>
<h5>Hypothesis</h5>
<p style="text-align: justify;">The hybrid version of the Duel Game is the prototype that suffers the most from wrongly recognized tokens, as it contains 10 tokens that have to be properly recognized at the correct positions before the game can even start. This often involves moving around multiple markers to trigger a refresh and having some markers in unstable conditions. Putting the physical role info cardboard stand-ups into the tokens makes the setup phase lengthier, and there is a certain chance that a wrongly detected marker shows a hidden token to the enemy. When that happens the game has to be restarted and the token role info cardboard stand-ups have to be taken out and reassigned again. After the preparation, the game progresses more smoothly, but one still sometimes has to adjust unrecognized markers and wait for markers lagging behind so that the level/health etc. information does not get exposed to the enemy.</p>
<p style="text-align: justify;">In the digital version, players are more distanced as they are not playing directly on the same playing field, but ease of preparation and play might make this version much preferable. It was therefore the hypothesis that in this game, the digital version will be preferred.</p>
<h5>Results</h5>
<p><a href="http://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png"><img loading="lazy" decoding="async" data-attachment-id="2740" data-permalink="https://blog.dragonlab.de/2014/12/thesis-hybrid-tabletop-games/duel_results/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png" data-orig-size="928,542" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="duel_results" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results-300x175.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png" class="aligncenter size-full wp-image-2740" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png" alt="duel_results" width="928" height="542" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results.png 928w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results-300x175.png 300w, https://blog.dragonlab.de/wp-content/uploads/2014/12/duel_results-700x409.png 700w" sizes="auto, (max-width: 928px) 100vw, 928px" /></a></p>
<p style="text-align: justify;">The Duel Game had 6 testers. As expected, the touch-only version is preferred when it comes to ease of use and players feel slightly more in control. Despite players not showing strong tendencies about which version to play again, the goal of the hybrid version was reached: Players feel closer to each other because they play on the same field and see each other moving the tokens. One player in particular remarked that he felt that he was playing against the computer in the digital touch-only version, saying that his opponent is “right over there”, but he is still watching the screen instead of talking to him. In general, it seemed like more personal interactions were happening between the players in the hybrid version.</p>
<h4 style="text-align: justify;">Summary</h4>
<p style="text-align: justify;">In general, the differences between the games are rather small, but they are not surprising. The hybrid version in the Spaceship Game provided a bigger improvement over the touch-only version than the Finger-Flicking Game, and the Duel game had more control problems in the hybrid version, but also brings the players closer together.</p>
<p style="text-align: justify;">The differences between the hybrid versions and the touch-only versions are not very strong though, and individual testers preferred games on either side with just the average tending slightly towards the hybrid side.</p>
<h4 style="text-align: justify;">Possible Future Evaluations</h4>
<p style="text-align: justify;">There is another thing to take away from the tests: Which future evaluations could be made. More information on the following list can be found in the thesis.</p>
<ul>
<li style="text-align: justify;">Multiple iterations between evaluations to reach &#8220;ideal&#8221; hybrid/touch-only prototypes.</li>
<li style="text-align: justify;">Long-term tests instead of short &#8220;first impression&#8221; tests.</li>
<li style="text-align: justify;">Play tests in a non-laboratory setting, for example an installation.</li>
<li style="text-align: justify;">Tests between hybrid and physical-only board game versions.</li>
<li style="text-align: justify;">Tests with certain groups of people.</li>
</ul>
<h3 style="text-align: justify;">Conclusions</h3>
<p style="text-align: justify;">In the end, I couldn&#8217;t demonstrate a strong player preference for physical elements in tabletop hybrid games, despite trying to give these elements meaningful gameplay character. There is a slight average preference to the hybrid versions, but it seems to come down to individual player preference.</p>
<p style="text-align: justify;">Considering that hybrid games are harder to produce and have high and costly hardware requirements, touch-only versions might be preferable in most contexts &#8211; except maybe certain cases like permanent installations or museums where you only have a one-time cost.</p>
<p style="text-align: justify;">It was rather hard to find advantages for the physical side that a) work with a touch table, b) cannot be simulated by touch-only and c) improve gameplay. Digital advantages on the other side were very easy to find.</p>
<p style="text-align: justify;">It might be more promising to look at hybrid games away from the 2D interface of a touch table &#8211; games that are played in 3 dimensions, be it a stacking/building game or pervasive games where people use their own body and their environment, but also smartphones and other sensors. In games like these, a purely digital version should be a wholly different experience &#8211; unlike the prototypes presented here, where a touch-only version was believed to be inferior, but still easily creatable and comparable.</p>
<p style="text-align: justify;">I imagine a game where a good portion of the game takes place in the physical world, but that uses the touch table as an interface to another part of the game, could also be interesting to play. In such a game, for example, cards could be obtained in a fully physical card game and be placed on the touch table to trigger effects there. The ease of handling cards in the real world could be a good argument for the making the game a physical/digital hybrid (instead of fully digital) if the interface is done correctly.</p>
<p style="text-align: justify;">Another approach could be to concentrate even more on the physical-tactile aspect, for example by making a game that does not use visual output at all, but takes physical input and creates auditory and possibly tactile (vibrations, movement) output. Here, the screen of the table would not be used, only its recognition capabilities.</p>
<h3 style="text-align: justify;">Libraries/Assets Used</h3>
<p>The prototypes/videos use assets by:</p>
<ul>
<li>Music: <a href="http://incompetech.com" target="_blank" rel="noopener noreferrer">Kevin MacLeod</a></li>
<li style="text-align: left;">Sfx: <a href="https://soundcloud.com/nexus-child" target="_blank" rel="noopener noreferrer">Moritz Ufer</a>, <a href="http://freesound.org/people/qubodup" target="_blank" rel="noopener noreferrer">Iwan &#8216;qubodup&#8217; Gabovitch</a>, <a href="http://www.freesound.org/people/carbilicon" target="_blank" rel="noopener noreferrer">carbilicon</a></li>
<li style="text-align: left;">Font: <a href="http://www.thenorthernblock.co.uk" target="_blank" rel="noopener noreferrer">The Northern Block</a></li>
<li style="text-align: left;">Icons: <a href="http://www.jwbjerk.com/art/main.php?g2_itemId=223" target="_blank" rel="noopener noreferrer">J. W. “eleazzaar” Bjerk</a></li>
</ul>
<p>Libraries used:</p>
<ul>
<li><a href="http://code.google.com/p/uniducial/" target="_blank" rel="noopener noreferrer">Uniducial</a></li>
<li><a href="https://github.com/TouchScript/TouchScript" target="_blank" rel="noopener noreferrer">TouchScript</a></li>
<li><a href="http://dotween.demigiant.com" target="_blank" rel="noopener noreferrer">DOTween</a></li>
</ul>
<p>This project was made possible by the <a href="https://cm.htw-berlin.de" target="_blank" rel="noopener noreferrer">Creative Media</a>​ department of the HTW Berlin and supervised by <a href="https://cm.htw-berlin.de/leitung" target="_blank" rel="noopener noreferrer">Prof. Dr.-Ing. Carsten Busch</a>​ and <a href="http://andre-selmanagic.com" target="_blank" rel="noopener noreferrer">André Selmanagić</a>​.​</p>
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		<title>Electric Finger Jousting &#8211; A MaKey MaKey Game</title>
		<link>https://blog.dragonlab.de/2014/12/electric-finger-jousting/</link>
					<comments>https://blog.dragonlab.de/2014/12/electric-finger-jousting/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Mon, 08 Dec 2014 23:16:34 +0000</pubDate>
				<category><![CDATA[Cool Prototypes]]></category>
		<category><![CDATA[2 Players]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Physical]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2670</guid>

					<description><![CDATA[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 &#8211; even through very high resistance like a chain of people holding hands. My game is less about hand-holding though, and &#8230; <a href="https://blog.dragonlab.de/2014/12/electric-finger-jousting/" class="more-link">Continue reading <span class="screen-reader-text">Electric Finger Jousting &#8211; A MaKey MaKey Game</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">At the November Mini Game Jam (for which we had over 100 participants, wow!) I made my first experiments ever with the <a href="http://makeymakey.com">MaKey MaKey</a>, an Arduino-based kit that measures when a circuit is closed &#8211; 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&#8217;s hand with a pen-lance. Enter Electric Finger Jousting!</p>
<p><img loading="lazy" decoding="async" data-attachment-id="2674" data-permalink="https://blog.dragonlab.de/2014/12/electric-finger-jousting/electric-finger-jousting-title/" data-orig-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/electric-finger-jousting-title.png" data-orig-size="500,300" data-comments-opened="1" data-image-meta="{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}" data-image-title="electric-finger-jousting-title" data-image-description="" data-image-caption="" data-medium-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/electric-finger-jousting-title-300x180.png" data-large-file="https://blog.dragonlab.de/wp-content/uploads/2014/12/electric-finger-jousting-title.png" class="aligncenter size-full wp-image-2674" src="https://blog.dragonlab.de/wp-content/uploads/2014/12/electric-finger-jousting-title.png" alt="electric-finger-jousting-title" width="500" height="300" srcset="https://blog.dragonlab.de/wp-content/uploads/2014/12/electric-finger-jousting-title.png 500w, https://blog.dragonlab.de/wp-content/uploads/2014/12/electric-finger-jousting-title-300x180.png 300w" sizes="auto, (max-width: 500px) 100vw, 500px" /></p>
<p style="text-align: center;">Take your pen-lance! Get ready, and&#8230; fight!<br />
Poke the other player before they poke you!</p>
<p style="text-align: center;">But beware, don&#8217;t touch them before<br />
you hear &#8220;fight&#8221;, or it&#8217;ll be a foul&#8230;</p>
<a href="https://blog.dragonlab.de/2014/12/electric-finger-jousting/"><img decoding="async" src="https://i.ytimg.com/vi/23CCGxjOHek/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<a href="https://blog.dragonlab.de/2014/12/electric-finger-jousting/"><img decoding="async" src="https://i.ytimg.com/vi/oCR5X46ixv4/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: justify;">It&#8217;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&#8217;s neither too easy to hit nor unreachable. Moving while touching the copper wire (which ensures that the right distance is being kept) isn&#8217;t easy, so you aren&#8217;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!</p>
<p style="text-align: justify;">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 <em>so much</em>.</p>
<p style="text-align: left;">Credits:</p>
<ul>
<li style="text-align: left;">Idea, Execution and Programming: Tobias Wehrum</li>
<li style="text-align: left;">Music: <a href="https://soundcloud.com/stevenobrien/christmas-calander-4?in=stevenobrien/sets/orchestral-highlights">Steven O’Brien</a></li>
<li style="text-align: left;">Font: <a href="https://www.behance.net/egidiofilippetti">Egidio Filippetti</a></li>
</ul>
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		<post-id xmlns="com-wordpress:feed-additions:1">2670</post-id>	</item>
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		<title>An EyeTracker Perspective Experiment</title>
		<link>https://blog.dragonlab.de/2014/10/eyetracker-perspective-experiment/</link>
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		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Fri, 24 Oct 2014 23:06:25 +0000</pubDate>
				<category><![CDATA[Unsuccessful Prototypes]]></category>
		<category><![CDATA[1 Player]]></category>
		<category><![CDATA[Alternative Input]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Eye Tracker]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Keyboard]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2603</guid>

					<description><![CDATA[A month ago at the last Berlin Mini Game Jam, I set out to experiment and get acquainted with the Tobii EyeX which can track where your eyes are &#8211; and more importantly, where exactly you look on the screen. The obvious thing would be to use that gaze tracking, but out of ideas and &#8230; <a href="https://blog.dragonlab.de/2014/10/eyetracker-perspective-experiment/" class="more-link">Continue reading <span class="screen-reader-text">An EyeTracker Perspective Experiment</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">A month ago at the last Berlin Mini Game Jam, I set out to experiment and get acquainted with the <a href="http://www.tobii.com/en/eye-experience" target="_blank">Tobii EyeX</a> which can track where your eyes are &#8211; and more importantly, where exactly you look on the screen. The obvious thing would be to use that gaze tracking, but out of ideas and inspired by <a href="https://www.youtube.com/watch?v=yTApE-3vqHo" target="_blank">Amazon Fire Dynamic Perspective</a>, I tried to use the actual <em>eye</em> tracking to make the monitor behave like a window into a real-life scene.</p>
<h4 style="text-align: center;">An EyeTracker Perspective Experiment</h4>
<a href="https://blog.dragonlab.de/2014/10/eyetracker-perspective-experiment/"><img decoding="async" src="https://i.ytimg.com/vi/JlccjcT-f8o/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/eyetracker_perspective_experiment/eyetracker_perspective_experiment_win.zip" target="_blank"><strong>Download for Windows!</strong></a></p>
<p style="text-align: justify;">My goal was to create the illusion of actual 3D, but maybe due to my scene not being very exciting that turned out rather boring. It looked a bit more interesting once I dropped the &#8220;real-life window&#8221; idea and made it more a &#8220;choose your perspective with head movement&#8221; control by exaggerating the movement. By then, I had only half an hour left and no gameplay, so I did the obvious: I added polka and bouncing balls that shoot where you look! Maybe it could have been an interesting horror game with good assets and actual gameplay &#8211; although for an immersive perspective horror game, I would probably rather use an Oculus Rift.</p>
<p style="text-align: justify;">And man, it&#8217;s hard to come up with good ideas for this device. While eye tracking is widely established for user testing, it&#8217;s rather new when it comes to being used in games themselves. I certainly don&#8217;t make it easier for myself with my rules for experiments with new technology:</p>
<ol>
<li>The new technology must be used for a part of the core gameplay.</li>
<li style="text-align: justify;">The benefits (e.g. immersion, precision, ease of use, unique aspects) of using the new technology over traditional technology must outweigh the disadvantages for the intended purpose.</li>
</ol>
<p style="text-align: justify;">Eye trackers seems to be more suited for passive or highly situative supporting roles &#8211; targeting, for example, seems to be easier and more precisely done with a joystick or a mouse for most purposes. But by now, I have a really cool idea that I want to experiment with next time. Can&#8217;t wait until I get a new laptop with USB3 so I can try my hand at eye tracking again!</p>
<p>Credits:</p>
<ul>
<li>Programming: Tobias Wehrum</li>
<li>Sounds by <a href="https://soundcloud.com/nexus-child" target="_blank">Moritz Ufer</a></li>
<li>Music by <a href="http://incompetech.com" target="_blank">Kevin MacLeod</a></li>
</ul>
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		<post-id xmlns="com-wordpress:feed-additions:1">2603</post-id>	</item>
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		<title>Hungry Crocodile: An experiment with webcam/marker-based interfaces</title>
		<link>https://blog.dragonlab.de/2014/07/hungry-crocodile/</link>
					<comments>https://blog.dragonlab.de/2014/07/hungry-crocodile/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Sun, 27 Jul 2014 20:09:05 +0000</pubDate>
				<category><![CDATA[Cool Prototypes]]></category>
		<category><![CDATA[1 Player]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Webcam]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=2487</guid>

					<description><![CDATA[For the July Berlin Mini Jam, I experimented with the input interface. Turns out a cardboard contraption with fiducial markers and Unity3D + NyARToolkit on the software side makes for a fun crocodile maw control system! I didn&#8217;t finish the game (you can&#8217;t win or lose, you can&#8217;t even score), so I declared it a &#8230; <a href="https://blog.dragonlab.de/2014/07/hungry-crocodile/" class="more-link">Continue reading <span class="screen-reader-text">Hungry Crocodile: An experiment with webcam/marker-based interfaces</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">For the July Berlin Mini Jam, I experimented with the input interface. Turns out a cardboard contraption with fiducial markers and Unity3D + <a href="http://nyatla.jp/nyartoolkit/wp/" target="_blank">NyARToolkit</a> on the software side makes for a fun crocodile maw control system! I didn&#8217;t finish the game (you can&#8217;t win or lose, you can&#8217;t even score), so I declared it a story-focused artgame. That&#8217;s how it works, right?</p>
<h4 style="text-align: center;">Hungry Crocodile</h4>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/hungry_crocodile/contraption_animation.gif"><img loading="lazy" decoding="async" class="alignnone" src="https://dragonlab.de/projects/hungry_crocodile/contraption_animation_thumb_smaller.gif" alt="" width="250" height="202" /></a></p>
<p style="text-align: center;">The crocodile is hungry and wants to eat,<br />
but despite all the food, it can&#8217;t!</p>
<p style="text-align: center;">Because of explosions.</p>
<p style="text-align: center;">Moral of the story:<br />
Explosions make everything better.</p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/hungry_crocodile/web/" target="_blank"><strong>Play in your browser!</strong></a></p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/hungry_crocodile/hungry_crocodile_win.zip"><strong>Download for Windows!</strong></a></p>
<p style="text-align: center;">You&#8217;ll need these two markers: <strong><a href="https://code.google.com/p/andar/downloads/detail?name=pattHiro.pdf" target="_blank">Hiro</a></strong> and <strong><a href="http://www.webdesignermag.co.uk/news/augmented-reality/" target="_blank">WD</a></strong> (taken from <a href="http://www.webdesignermag.co.uk/news/augmented-reality/" target="_blank">here</a>).<br />
You&#8217;ll also need cardboard to build the maw.</p>
<p style="text-align: center;">(If you&#8217;re wondering why I didn&#8217;t use the standard Hiro &amp; Kanji markers &#8211;<br />
I just took what was lying around from earlier experiments.)</p>
<p style="text-align: left;">Despite being unfinished, it was a lot of fun to present:</p>
<a href="https://blog.dragonlab.de/2014/07/hungry-crocodile/"><img decoding="async" src="https://i.ytimg.com/vi/fR87idR7pYI/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p>Here&#8217;s a more detailed look at the cardboard maw:</p>
<figure style="width: 450px" class="wp-caption aligncenter"><a href="http://dragonlab.de/projects/hungry_crocodile/contraption_front.png"><img loading="lazy" decoding="async" src="https://dragonlab.de/projects/hungry_crocodile/contraption_front_thumb.png" alt="" width="450" height="226" /></a><figcaption class="wp-caption-text">Fiducial markers to find the positions of the upper/lower jars.</figcaption></figure>
<figure style="width: 450px" class="wp-caption aligncenter"><a href="http://dragonlab.de/projects/hungry_crocodile/contraption_animation.gif"><img loading="lazy" decoding="async" src="https://dragonlab.de/projects/hungry_crocodile/contraption_animation_thumb.gif" alt="" width="450" height="364" /></a><figcaption class="wp-caption-text">Nom nom!</figcaption></figure>
<p style="text-align: left;">Credits:</p>
<ul>
<li>Silly Idea and Programming: Tobias Wehrum</li>
<li>Sounds by <a href="http://www.freesound.org/people/harpoyume" target="_blank">harpoyume</a> and <a href="https://soundcloud.com/nexus-child" target="_blank">Moritz Ufer</a></li>
<li>Music by <a href="http://incompetech.com" target="_blank">Kevin MacLeod</a></li>
</ul>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">2487</post-id>	</item>
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		<title>Robots Love To Do People Things</title>
		<link>https://blog.dragonlab.de/2013/10/robots-love-to-do-people-things/</link>
					<comments>https://blog.dragonlab.de/2013/10/robots-love-to-do-people-things/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Wed, 16 Oct 2013 16:26:34 +0000</pubDate>
				<category><![CDATA[Author's Picks]]></category>
		<category><![CDATA[Cool Prototypes]]></category>
		<category><![CDATA[2 Players]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Audio-based]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[Co-Op]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=1562</guid>

					<description><![CDATA[Last jam, I started something I called &#8220;Remote Person Control&#8220;. This jam, I refined what I had back then: The Player holds a tablet with a soundboard, showing buttons like &#8220;Left&#8221;, &#8220;Right&#8221; or &#8220;Grab&#8221;. The Robot is blindfolded and has a smartphone with headphones &#8211; and when the player presses a button, the robot hears &#8230; <a href="https://blog.dragonlab.de/2013/10/robots-love-to-do-people-things/" class="more-link">Continue reading <span class="screen-reader-text">Robots Love To Do People Things</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">Last jam, I started something I called &#8220;<a href="http://blog.dragonlab.de/2013/09/remote-person-control-first-jam-prototype/" target="_blank">Remote Person Control</a>&#8220;. This jam, I refined what I had back then:</p>
<ul>
<li style="text-align: justify;">The <strong>Player</strong> holds a tablet with a soundboard, showing buttons like &#8220;Left&#8221;, &#8220;Right&#8221; or &#8220;Grab&#8221;.</li>
<li style="text-align: left;">The <strong>Robot</strong> is blindfolded and has a smartphone with headphones &#8211; and when the player presses a button, the robot hears what he pressed.</li>
</ul>
<p style="text-align: justify;">It&#8217;s still no game, but a VERY fun toy! I recorded three videos to show what the current prototype can do:</p>
<a href="https://blog.dragonlab.de/2013/10/robots-love-to-do-people-things/"><img decoding="async" src="https://i.ytimg.com/vi/uyLiIGJuApM/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<a href="https://blog.dragonlab.de/2013/10/robots-love-to-do-people-things/"><img decoding="async" src="https://i.ytimg.com/vi/6hGVBTTOj-Y/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<a href="https://blog.dragonlab.de/2013/10/robots-love-to-do-people-things/"><img decoding="async" src="https://i.ytimg.com/vi/HAKHNsIG51g/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: justify;">For those interested, here is the complete soundboard:</p>
<p style="text-align: left;"><a href="http://dragonlab.de/projects/remote%20person%20control/soundboard.png" target="_blank"><img loading="lazy" decoding="async" class="aligncenter" src="https://dragonlab.de/projects/remote%20person%20control/soundboard_thumb.png" alt="" width="480" height="225" /></a></p>
<p style="text-align: justify;">And here are <a href="http://qubodup.net/f/tobias-body-move.mp3" target="_blank">the voice samples</a> for you to listen to! I love the last one.</p>
<h4 style="text-align: left;">Inspiration</h4>
<p style="text-align: justify;">While I like to think that I came up with the idea myself, I obviously had inspirations. Here are those I can remember:</p>
<ul>
<li style="text-align: justify;"><a href="http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&amp;uid=21246" target="_blank">Signal Delay</a> by ChrisGaudino: A Ludum Dare prototype about remotely controlling a mars rover.</li>
<li style="text-align: justify;"><a href="http://www.octodadgame.com/" target="_blank">Octodad</a> by Young Horses, Inc: Octodad &#8211; Loving Father. Caring Husband. Secret Octopus. A game where you pretend to be a human by doing mundane tasks, but being an octopus with an incredible awkward control scheme makes this quite hard and incredibly funny.</li>
</ul>
<h4>Credits</h4>
<ul>
<li>Programming: Tobias Wehrum</li>
<li>Sounds: <a href="http://qubodup.net" target="_blank">Iwan Gabovitch</a></li>
<li>Music: <a href="http://incompetech.com" target="_blank">Kevin MacLeod</a></li>
<li>Font: <a href="http://www.fontriver.com/font/chibi_sans_serif_next" target="_blank">Hafizul Wananda Putra</a></li>
</ul>
<p style="text-align: justify;">Thanks a lot to our artist and the robots in the videos! Our sandwich-making robot is Adam &#8220;PunyOne&#8221; Streck. If he isn&#8217;t making sandwiches, he&#8217;s making games &#8211; you can find some of them at <a href="http://justaconcept.org" target="_blank">http://justaconcept.org</a>!</p>
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		<enclosure url="http://qubodup.net/f/tobias-body-move.mp3" length="480606" type="audio/mpeg" />

		<post-id xmlns="com-wordpress:feed-additions:1">1562</post-id>	</item>
		<item>
		<title>Remote Person Control (First Jam Prototype)</title>
		<link>https://blog.dragonlab.de/2013/09/remote-person-control-first-jam-prototype/</link>
					<comments>https://blog.dragonlab.de/2013/09/remote-person-control-first-jam-prototype/#comments</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Thu, 26 Sep 2013 03:31:34 +0000</pubDate>
				<category><![CDATA[In Development]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=1417</guid>

					<description><![CDATA[(You might also be interested in the second prototype version of this: Robots Love To Do People Things.) The October Berlin Mini Jam was crazy enough &#8211; we had a triple splitscreen with blinds made out of cardboard and and a MakeyMakey game using fruits and vegetables as controllers. (&#8220;And to shoot, you just touch &#8230; <a href="https://blog.dragonlab.de/2013/09/remote-person-control-first-jam-prototype/" class="more-link">Continue reading <span class="screen-reader-text">Remote Person Control (First Jam Prototype)</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">(You might also be interested in the second prototype version of this: <a href="http://blog.dragonlab.de/2013/10/robots-love-to-do-people-things/">Robots Love To Do People Things</a>.)</p>
<p style="text-align: justify;">The October Berlin Mini Jam was crazy enough &#8211; we had a triple splitscreen with blinds made out of cardboard and and a <a href="http://www.makeymakey.com/" target="_blank">MakeyMakey</a> game using fruits and vegetables as controllers. (&#8220;And to shoot, you just touch the plum.&#8221;)</p>
<p style="text-align: justify;">Fueled by this energy, I made this toy prototype for the theme &#8220;Lab Experiment&#8221;:</p>
<h4 style="text-align: center;">Remote Person Control</h4>
<a href="https://blog.dragonlab.de/2013/09/remote-person-control-first-jam-prototype/"><img decoding="async" src="https://i.ytimg.com/vi/jzKcl_kZ3sA/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: center;">One person gets a computer and<br />
a gamepad: The Controller.</p>
<p style="text-align: center;">One person gets a smartphone, earphones<br />
and closes their eyes: The Robot.</p>
<p style="text-align: center;">The Controller can now steer the Robot<br />
with transmitted voice commands:<br />
&#8220;Left, left, stop, forward, forward&#8230;&#8221;</p>
<p style="text-align: justify;">Like I say in the video, it&#8217;s not finished. It is just a toy right now &#8211; I ran out of time to make it a game. I&#8217;m thinking about adding commands like &#8220;Move your body&#8221; and &#8220;Move your right hand&#8221; so you can actually steer the Robot&#8217;s hands too &#8211; and then have a command like &#8220;grab&#8221; to pick up stuff, for example.</p>
<p style="text-align: justify;">The prototype was already a fun experience even with just simple directional controls though. It feels really interesting to use a gamepad to control something in real life (and a human on top of it) instead of something on the screen!</p>
<h4 style="text-align: justify;">Bugs, Bugs, Bugs</h4>
<p style="text-align: justify;">While working with Unity is normally a pleasure and developing Android has proven to be far more straightforward than other mobile platforms, this time I just got terribly unlucky. Here is how I spent my time:</p>
<ul style="text-align: justify;">
<li>4h reading up on and implementing the network stuff (connecting, waiting, synchronizing and dealing with disconnects)</li>
<li>0,5h getting and eating food</li>
<li>1,5h &#8220;fun&#8221; while trying to get Unity/ADB to <a href="http://stackoverflow.com/questions/14783009/usb-device-driver-for-htc-onevx-usb-debugging" target="_blank">recognize the HTC Nexus One Mini</a> Christiaan lent me</li>
<li>1h &#8220;fun&#8221; with <a href="http://forum.unity3d.com/threads/193318-Android-Unable-to-build-Jdk-Error-unable-to-find-Jdk" target="_blank">&#8220;Unable to find suitable jdk installation Please make sure you have a suitable jdk installation. Android development requires at least JDK 6 (1.6)&#8221;</a></li>
<li>15min &#8220;fun&#8221; with <a href="http://forum.unity3d.com/threads/93303-Invalid-Characters-in-Path-when-attempting-to-build-to-Android?p=1344914&amp;viewfull=1" target="_blank">&#8220;Error building Player: ArgumentException: Illegal characters in path.&#8221;</a></li>
<li>40min of actually implementing the gameplay: Input/Sound</li>
<li>5min testing and generally being a happy person</li>
</ul>
<h4>Closing Words</h4>
<p>And now, a screenshot from the video, so that Facebook etcetera knows which image to use:</p>
<p><a href="http://dragonlab.de/projects/remote%20person%20control/first_jam_screenshot.png"><img loading="lazy" decoding="async" class="aligncenter" src="https://dragonlab.de/projects/remote%20person%20control/first_jam_screenshot_thumb.png" alt="" width="480" height="270" /></a></p>
<p style="text-align: justify;">Who knows where exactly I&#8217;ll take this? Certainly not me, although I have some ideas. Maybe the next jam will be the time to find out!</p>
<p style="text-align: justify;">
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">1417</post-id>	</item>
		<item>
		<title>Zombie Planet, A Game Prototype For The Leap Motion</title>
		<link>https://blog.dragonlab.de/2013/07/zombie-planet/</link>
					<comments>https://blog.dragonlab.de/2013/07/zombie-planet/#comments</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Fri, 26 Jul 2013 17:06:38 +0000</pubDate>
				<category><![CDATA[Author's Picks]]></category>
		<category><![CDATA[Great Minigames]]></category>
		<category><![CDATA[1 Player]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Leap Motion]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[University]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=1248</guid>

					<description><![CDATA[For the Human-Computer Interaction course at my university we had to do a 3d interface prototype. My team decided to make a game with the Leap Motion. And thus, Zombie Planet was born in about 3 weeks: A game that you control directly with your fingers. Zombie Planet Use your fingers to strike the zombies &#8230; <a href="https://blog.dragonlab.de/2013/07/zombie-planet/" class="more-link">Continue reading <span class="screen-reader-text">Zombie Planet, A Game Prototype For The Leap Motion</span></a>]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">For the Human-Computer Interaction course at my university we had to do a 3d interface prototype. My team decided to make a game with the <a href="http://leapmotion.com">Leap Motion</a>. And thus, Zombie Planet was born in about 3 weeks: A game that you control directly with your fingers.</p>
<h4 style="text-align: center;">Zombie Planet</h4>
<a href="https://blog.dragonlab.de/2013/07/zombie-planet/"><img decoding="async" src="https://i.ytimg.com/vi/Avx3IdsTq50/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<p style="text-align: center;">Use your fingers to strike the zombies<br />
with lightning and throw asteroids at them!</p>
<p style="text-align: center;">Defend your world against the invading<br />
undead and save your people!</p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/zombie_planet/zombie_planet_win.zip"><strong>Download for Windows</strong></a></p>
<h4 style="text-align: left;">Screenshots</h4>
<div style="text-align: center;"><a style="border-bottom: none;" href="http://dragonlab.de/projects/zombie_planet/Screenshot_1.png" target="_blank"><img loading="lazy" decoding="async" class="alignnone" src="https://dragonlab.de/projects/zombie_planet/Screenshot_1_thumb.png" alt="" width="200" height="113" /></a><a style="border-bottom: none;" href="http://dragonlab.de/projects/zombie_planet/Screenshot_2.png" target="_blank"><img loading="lazy" decoding="async" class="alignnone" src="https://dragonlab.de/projects/zombie_planet/Screenshot_2_thumb.png" alt="" width="200" height="113" /></a></div>
<div style="text-align: center;"><a style="border-bottom: none;" href="http://dragonlab.de/projects/zombie_planet/Screenshot_3.png" target="_blank"><img loading="lazy" decoding="async" class="alignnone" src="https://dragonlab.de/projects/zombie_planet/Screenshot_3_thumb.png" alt="" width="200" height="113" /></a><a style="border-bottom: none;" href="http://dragonlab.de/projects/zombie_planet/Screenshot_4.png" target="_blank"><img loading="lazy" decoding="async" class="alignnone" src="https://dragonlab.de/projects/zombie_planet/Screenshot_4_thumb.png" alt="" width="200" height="113" /></a></div>
<h4 style="text-align: left;">Credits</h4>
<ul style="text-align: center;">
<li style="text-align: justify;">Developers: Tobias Wehrum, Martin Stark, Robert Meyer, <a href="http://samuelstein.de" target="_blank">Samuel Stein</a></li>
<li style="text-align: justify;">Sound Design: <a href="http://freesound.org/people/qubodup" target="_blank">Iwan &#8216;qubodup&#8217; Gabovitch</a></li>
<li style="text-align: justify;">With sound samples from (click <a href="http://dragonlab.de/projects/zombie_planet/audiocredits.txt" target="_blank">here</a> for full overview): <a href="http://freesound.org/people/qubodup" target="_blank">Iwan &#8216;qubodup&#8217; Gabovitch</a>, <a href="http://opengameart.org/content/8-wet-squish-slurp-impacts" target="_blank">Independent.nu</a>, <a href="http://freesound.org/people/jessepash" target="_blank">jessepash</a>, <a href="http://freesound.org/people/Alvinwhatup2" target="_blank">Alvinwhatup2</a>, <a href="http://freesound.org/people/scarbelly25" target="_blank">scarbelly25</a>, <a href="http://www.freesound.org/people/carbilicon" target="_blank">carbilicon</a>, <a href="http://freesound.org/people/esperar" target="_blank">esperar</a></li>
<li style="text-align: justify;">Music: <a href="http://incompetech.com" target="_blank">Kevin MacLeod</a></li>
<li style="text-align: justify;">3D Art: <a href="http://opengameart.org/users/p0ss" target="_blank">p0ss</a>, <a href="http://game-barbaros.blogspot.de" target="_blank">Moser Juan José</a></li>
<li style="text-align: justify;">Font: <a href="http://www.blambot.com" target="_blank">Nate Piekos</a></li>
<li style="text-align: justify;">Planet Texture: <a href="http://www.secondmousestudios.com" target="_blank">Second Mouse Studios</a></li>
<li style="text-align: justify;">Particles &amp; Effects: <a href="http://unity3d.com" target="_blank">Unity Technologies</a></li>
</ul>
<p style="text-align: center;">Made with Unity 3D.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">1248</post-id>	</item>
		<item>
		<title>Massive Defense: A Cooperative Game for 27&#8243; Touchscreens and Android Tablets</title>
		<link>https://blog.dragonlab.de/2013/07/massive-defense/</link>
					<comments>https://blog.dragonlab.de/2013/07/massive-defense/#respond</comments>
		
		<dc:creator><![CDATA[Tobias Wehrum]]></dc:creator>
		<pubDate>Mon, 22 Jul 2013 12:48:52 +0000</pubDate>
				<category><![CDATA[Nice Prototypes]]></category>
		<category><![CDATA[1 Player]]></category>
		<category><![CDATA[2 Players]]></category>
		<category><![CDATA[3 Players]]></category>
		<category><![CDATA[4 Players]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Berlin]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[Co-Op]]></category>
		<category><![CDATA[Game Jam]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Technology Is Awesome]]></category>
		<category><![CDATA[Touchscreen]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://blog.dragonlab.de/?p=1219</guid>

					<description><![CDATA[Game Jam time! And when I saw Heiko with this beauty of a touchscreen, I knew that I had develop for this. We wanted to do something where players can cooperate against a common thread. 8 hours later, we had this: Massive Defense An asteroid storm threatens your mission, but your trusty spaceships stand ready. &#8230; <a href="https://blog.dragonlab.de/2013/07/massive-defense/" class="more-link">Continue reading <span class="screen-reader-text">Massive Defense: A Cooperative Game for 27&#8243; Touchscreens and Android Tablets</span></a>]]></description>
										<content:encoded><![CDATA[<p>Game Jam time! And when I saw Heiko with this <a href="http://www.amazon.com/Acer-T272HL-bmidz-27-Inch-Display/dp/B00966IW6I" target="_blank">beauty of a touchscreen</a>, I knew that I had develop for this. We wanted to do something where players can cooperate against a common thread. 8 hours later, we had this:</p>
<h4 style="text-align: center;">Massive Defense</h4>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/massive_defense/video_screenshot.png" target="_blank"><img loading="lazy" decoding="async" class="aligncenter" src="https://dragonlab.de/projects/massive_defense/video_screenshot_thumb.png" alt="" width="400" height="225" /></a></p>
<p style="text-align: center;">An asteroid storm threatens your mission,<br />
but your trusty spaceships stand ready.</p>
<p style="text-align: center;">Defend your home base!<br />
Defend your friends!</p>
<p style="text-align: center;">Try to survive as long as possible in this<br />
cooperative asteroid defense game for 4 players.</p>
<p style="text-align: center;">Exclusively for 27&#8243; touchscreens!<br />
(Or alternatively for 4 XBox360 gamepads.)</p>
<p style="text-align: center;">Download:</p>
<p style="text-align: center;"><a href="http://dragonlab.de/projects/massive_defense/massive_defense_win_gamepad.zip" target="_blank"><strong>Windows (Gamepad Version)</strong></a><br />
<a href="http://dragonlab.de/projects/massive_defense/massive_defense_win_multitouch.zip" target="_blank"><strong>Windows (Touchscreen Version)</strong></a><br />
<a href="http://dragonlab.de/projects/massive_defense/massivedefense.apk"><strong>Android</strong></a></p>
<h4 style="text-align: left;">Video</h4>
<p style="text-align: left;">While it&#8217;s certainly possible to play on a tinier touchscreen, playing it on 27&#8243; was a lot of fun! Here&#8217;s a video of us playing it at the jam:</p>
<a href="https://blog.dragonlab.de/2013/07/massive-defense/"><img decoding="async" src="https://i.ytimg.com/vi/XhZ0K20peI4/hqdefault.jpg" alt="YouTube Video"></a><br /><br /></p>
<h4 style="text-align: left;">Credits</h4>
<p>Programming:</p>
<ul>
<li>Tobias Wehrum</li>
<li><a href="http://visual-generation.de" target="_blank">Heiko Weible</a></li>
<li>Richard Wepner</li>
</ul>
<p>Art:</p>
<ul>
<li><a href="http://kelsey-bass.com" target="_blank">Kelsey Bass</a></li>
<li><a href="http://www.astridbin.com" target="_blank">S. Astrid Bin</a></li>
</ul>
<p>Sound Design:</p>
<ul>
<li><a href="http://www.petehaughie.com" target="_blank">Petard Haughie</a></li>
</ul>
<p>Music:</p>
<ul>
<li><a href="http://incompetech.com" target="_blank">Kevin MacLeod</a></li>
</ul>
<p>Fonts:</p>
<ul>
<li><a href="http://www.astridbin.com" target="_blank">S. Astrid Bin</a></li>
<li><a href="http://kentpw.1001fonts.com" target="_blank">Brian Kent</a></li>
</ul>
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