Attempting to program a turn based game was much more difficult then I figured. I set out to make each room a 3 on 3 battle, but that would have been impossible for me in the time frame so I scaled it down to 1v1. I ended up having a final product where there is no time between turns. But the game is still interesting I feel because of the character variation. Most of my effort went into developing each of the 4 classes. And I think I ended up making all 4 of them fairly balanced in terms of effectiveness in the dungeon. Since I am an awful artist I found images on google images and modified them to fit the canvas etc. I have been playing a lot of rpg games in my free time lately and I think it was fun to create my own. Overall, this was a fun project.
Here are some relevant precursors to my dungeon crawling project. A Dungeon Crawler is a sort of sub-genre of Role Playing Games (RPGs) where the player “role plays” as a character(s) in a game. A very prominent recent example of an rpg is Fallout 4. The common ancestor of all RPGs (thus dungeon crawler games) is “Gauntlet”. Which was created in 1985 as an arcade game. It was the first game to include character archetypes. Such as “warrior” or “wizard”. Practically all current RPGs take some inspiration from “Gauntlet”. It was such a popular game that a sequel was released in late 2014, nearly 25 years after its initial release.
Picture of 1985’s Gauntlet
Recently I have been playing a dungeon crawling RPG fittingly called “Darkest Dungeon”. It makes use of standards such as hero achetypes and proceduraly generated dungeion maps. In Darkest Dungeon, the player controls 4 heroes trying to survive through a dungeon. It is a super interesting game as you have to keep your heroes both physically and mentally healthy. Also, the ascetics in this game are incredible and the gothic theming is done impeccably. I want to my game to resemble this game. It will obviously not be as complex or pretty, but it will serve as a model.
here is screenshot of room combat
For my final project, I would like to create a simple dungeon-crawling game. At the beginning of the game you will choose 3 “heroes” to adventure with in the dungeon. The “dungeon” will be an array of rooms each consisting of a random image background and 3 random “enemies”. There will be turn based “combat” simulation. If you manage to defeat all 3 enemies in a room you may move onto the next one. Your goal is to survive for as long as possible.’
This project will extensively use arrays and objects. As each hero will be an obect storred in an array of “heroes” and each hero will have attributes. The same is for enemies, they will be stored in an array of of “enemies”. There will also be an inventory of “items” that will collectively belong to your heroes. There will also be a pretty extensive use of images, so I will need to find images on imgur. This should be a fun and challenging project. I have been thinking about this for a while and I think it will turn out well.
When I first saw a video of artist Chris Sugrue’s piece “Delicate Boundaries” I was pretty amazed. I think the interactivity of this piece is stunning. Delicate Boundaries is similar to Text Rain as it requires an individual interact with it. When a user touches the screen, the small bugs on the screen (representing small digital devices) crawl toward the users point of contact with the screen. Some kind of projection is then used to make the bugs appear to crawl lout of the screen and onto the users body where they continue to move around. It really is stunning to watch.
Chris Surgue is a graduate from the Parsons School of Design and works as both an artist and a programmer. Delicate Boundaries won a first prize from the Share Festival in 2009. Surgue has worked as a creative engineer at the Ars Electronica Futurelab as a lead interactions developer. When Surgue is not actively working on a new project she teaches classes in interactive art at various schools across the world.
Here is a video of Delicate Boundaries in action.
For this project I decided to use the spring and line template to make two interactive “snakes” that compete with each other for food. The user clicks anywhere on the screen to place food, the snakes then contort their bodies to get to it. I’ve seen some pretty funny arrangements resulting from this. Also, it was super interesting to modify the snakes by changing the number of particles in each and also modifying their velocities and the spring constant.
TO make this project a little more interesting I decided to include a scoring system. The snake who gets to the food first gets 1 point. The picture above is after a few cycles of food-chasing with 25 particles in each snake. It gets pretty messy.
For this project, I wanted to make a turtle survival simulation. At the beginning of the simulation, there is an alpha male turtle, a mother turtle, a wounded turtle, a baby turtle, and a normal dude turtle. Each of these behave differently. The alpha male chases down the predator, the baby follows its mother, the mother moves aimlessly until the baby is threatened and then she charges the predator, and the wounded and normal turtles just follow the alpha seeking safety.
Every turtle can be killed except for the alpha. Who will always eventually kill the predator. Unfortunately, some times the predator eats his whole family before he can eat the predator. Leaving the poor alpha all alone…
Each turtle leaves a track so that the whole chase can be viewed.
here is a rare case where both the mother and baby survive.
This one is made of plywood
This one from acrylic
For this looking outwards, I decided to write about my friend Tennley Noble’s previous Looking Outwards on David Bizer’s wearable sound jewelry. While I am not particularly interested in jewelry, I find this concept to be really interesting. Bizer allows for one to record their voice, and then creates a 3 dimensional cutout of the shape of the sound waves. I also think it is intriguing that one could capture displayable memories in the form of physically rendered sound. The noted example of your child’s first words is especially thought-provoking. Reading deeper into Bizer’s website it is sort of unfortunate to note that music sounds may not be as ascetically pleasing as a voice. This is because the main determinate of the shape of the crafted piece is amplitude. So, the resulting recording of music will generally result in “blockier” final form. Regardless of this minor setback – I still feel that this is an incredible interesting concept. Maybe I will get one someday?
For this project I wanted to make a portrait that one could fill sort of indefinitely by pressing a button. And I ended up making 2 point emitters that fill in the head-shot picture of me. Press any key (I recommend a letter) while my sketch is selected to emit more color points onto the image.
I also used objects in this program as to make the points easier to produce. After pressing a button several times the image starts to get clearer, but maintains a sort of blurred visage. If you press buttons quickly it makes a pretty cool effect. ALSO please note that I have particles being created with the setup of the program. So, my image is never displayed un-edited.
With this project, I wanted to make an interesting perspective on a landscape. So, I decided the view would be from 3rd person of an astronaut. I intended it to seem as if the astronaut were flying upwards through space. Stars appear constantly, planets occur fairly regularly, as well as flying saucers. And occasionally, a lost astronaut will float by.
I chose to watch Meejin Yoon’s presentation on the interactivity of public space. Yoon is a superb architect having gotten her undergraduate degree at Cornell and a masters in Architecture from Harvard. In the subsequent years Yoon has not only become head of the architecture department at MIT, but also has designed numerous public spaces. Possibly Yoon’s greatest accomplishment is her redesigning of the space inside the Guggenheim Museum. Where she maximized space so that ancient Aztec artifacts could be displayed. In addition to this, Yoon has also recently developed a public parasol in Phoenix. Yoon utilized a network of Moebius Strips to maximize shade during hot times of the year and allow for scenic views at sunset. Yoon is a master of creating an interactive environment. The fact that her public parasol allows for diverse human interactions ranging from sight-seeing to shade-seeking. Another project of Yoon’s that I admire is her work in Athens, Greece for the Olympics. She created a field of lights that would glow and dim based on proximity to the people nearby. Yoon watched as children would play games with the lights, and adults would curiously walk through them. I feel that this these pieces of work are innovative as they are making people look at public space in a brand new way.
Here is a picture of her work in Phoenix
here is a link to the video