For my final project, I decided to make a simple video game. I modified one of my previous projects (generative landscape) to make it into a game. In this game, you must guide ghost named Charlie through caves. The only problem is that is very scared of bats. You must banish the bats with your flashlight to gain points. If you use your flashlight for too long, the battery will run out and you will have to find a battery along the way. You can also find extra lives and gems that give you an amount of points equal to the brightness of the gem (on a scale from 0-100). I also implemented a title screen, end screen, instructions screen, and four different difficulties. I wanted to try to make as complete a game as I could in this amount of time. I am very happy with what I made. I achieved my goals and more!
(Code through Autolab-cannot run due to font and length of code)
For my final project, I think I would like to expand upon one of my previous projects, the generative landscape. I made a cute little ghost floating through a cave encountering bats and gems in a landscape with stalagmites and stalactites made with perlin noise. I think this project could definitely be turned into a really fun sidescroller. I would then give my ghost (name tbd) a flashlight to “fight” the bats that would scroll by. I also could give the ghost a BOO! attack to scare off the bats which could be combined with the flashlight to form some kind of combo. Various gems and mushrooms could give power-ups (move faster, invincibility, size-changes, flashlight strength, cloning, resurrection of friends?). I would also hopefully turn this game into a multiplayer game (same keyboard WASD and directional keys respectfully). Playing games with friends for me is a real bonding activity and I would love to include that in this game. I also believe that if a game has a timing component (here how fast things would be flying across the screen) there should be options in which you can control that in a main menu. I would put a slider or have buttons saying slow, medium, fast, extreme as modes to control how fast things would scroll. As someone with timing based anxiety, I do not want to exclude people like me from playing my game yet I also would like to provide challenge for those whom it is not an issue.
This is definitely the looking outwards I am most excited for.
My first project I would like to discuss is the GotY BADLAND. This game is absolutely gorgeous with beautiful backgrounds and fairly simplistic ideas. The player guides a little furry black creature named Clony through a forest filled with dangerous machines. The idea is simple, yet the visual effects are stunning. This game is described as an action-adventure game, yet it is filled with physical puzzles through the entire game (which I love). Each of the adorable fuzzy creatures can grow, shrink, clone etc. to help you get through the puzzles. I really would love to include puzzles somehow into my project (breaking through joined stalagmite/stalactites, finding your way through the cave, how to get around certain enemies etc).
The next game is one of my favorite games of all time. I would say this game is what really made me realize that I wanted to not only play games but to CREATE games. This game is called Thomas Was Alone. This is another incredibly simple game. The character’s visual designs are incredibly simple. The characters are all quadrilaterals of different shapes and colors. That’s it. This game starts with a narrator telling us the thoughts of Thomas, a red rectangle. Although the visual designs for the characters are simple, the story telling that goes along with each character makes you love your little rectangles. I never thought I would cry over a rectangle. This game changed me. It has an absolutely beautiful soundtrack (it’s on my i-pod) and simple yet beautiful graphics. The storytelling is spot-on, both sweet and sad. The puzzles are not very difficult, but I would still consider this a puzzle-platformer. This game is calm and quiet. It is incredibly calming yet still mentally engaging.
Other Games that Inspire Me: Journey, Flow, Antichamber, Limbo, Ni No Kuni, Don’t Starve, Castle Crashers, Little Inferno, Casanova, Portal 2 (I like 2 better), bioshock
Games I have to play Soon: The Last of Us, Papers Please, (more) Stanley Parable
This week, I examined the work of Chloe Varelidi! Varelidi went to New York in 2006 to join Parson’s Design and Technology MFA program. She worked at Mozilla for almost three years where she helped work on their educational platform connecting with partners like Tumblr, Codeacademy, and The London Zoo. She also a senior game designer at the Institute of Play (founding staff). I personally was intrigued by her project Minicade! Minicade is an open source web-app that makes micro-games that can be put into playlists. These playlists can form longer games with increasing score and difficulty. This project encourages users to learn to code and make their own mini games. This project also includes a traveling pop-up cabinet that you can play all the games on. This project is absolutely lovely. It encourages learning through games, learning how to make games, and is beautifully simple in the process. It also is really interesting because of the idea of mashing together a bunch of games to form one long game. You get to play all sorts of games in one! I also really like the idea that you can put games into a playlist. It seems like a really organized way of putting them together. I really liked it and will be following what she does in the future.
For this project, I decided to work with cuttlefish(which I have here re-named cuddlefish). I think cephalopods are really beautiful, and the springs worked really well as tiny tentacles. I decided to implement the ideas of movement, sensitivity, and the idea of love. If the user controlled cuddlefish touches another cuddlefish, then the second cuddlefish will also become loved and show a heart on his head! I really just wanted to make something cute. Shout out to Gidon Orelowitz for helping me understand springs and more about objects.
I had a really nice time playing with the golden ratio problem and creating new shapes with it. I was having trouble with that problem and so found lots of pretty shapes by accident! I made it so that inside of the turtle shape I had a series of particles bouncing around (that can be clicked into existence). Although I enjoyed turtle programming and particles, I am unfortunately having a run of bad days and need some rest, or else I would have tried to add even more.
We have created a slide puzzle using still images of Gidon Orelowitz and Ivan Weis-Palacios (our boyfriends). Creating this puzzle involved several smaller puzzles within the big puzzle (such as how to shuffle all the tiles, switching tiles, edge cases etc.) and a lot of caffeine and hard work. The code allows for any imgur.jpg image to become the puzzle (400×400). The work was divided evenly with collaborative brainstorming for each step. This was definitely a challenge, but we are very happy with the result! Thank you so much to Gidon Orelowitz for helping us greatly with the logic of this puzzle (and knowing about group theory and the 15 puzzle and edge cases).
For this looking outwards, I decided to look at Maggie’s DigFab looking outwards Neri Oxman’s “Mushtari”. Although I am not normally a fan of wearables, this was extremely interesting to me as it was not just fashion trends but also helps people physically. Although the arts tend to fix the soul and mind, it rarely manifests it’s help physically. I really agree with Maggie that the fact that this piece does not unnecessarily sexualize the subject as a lovely part of this project. I am unfortunately not very familiar with biology, so I do not know how the micro-organisms in the clothing would help. With that being said, the idea of housing living organisms in our clothing purposefully is a really interesting idea that I hope is expanded upon in the future
For this week’s looking outwards I watched Paola Antonelli give the keynote address at Eyeo 2012. She was born in Sardinia, Italy and is an author, editor, and curator. She is also the Senior Curator of the Department of Architecture and Design at the Museum of Modern Art (MoMA). I thought this address was very interesting because as she is a curator and author, she did not have her own work on display. Instead she spoke about design as a whole with its evolution from problem solving to problem finding. She also gave many examples of excellent design projects such as “green” bullets, digital urns, and Massoud Hassani’s “mine kafon” ( a device to clear minefields). Antonelli is an excellent presenter as she spoke clearly with concise ideas and gave LOTS of examples. I have many more people to look up now!
I decided for this project I wanted to create a cave environment. The noise function reminded me a lot of stalactites and stalagmites and I thought I could include minerals and other cool things to break up the monotony. I really like the idea of generative landscapes, and I hope that I can go back to this in the future. My main struggle was with getting the bats hanging from the ceiling to stay on the noise function. I still couldn’t really get it to work perfectly, but I feel like I could one day figure this out. My biggest achievement I think was getting the minerals to work. I even got them to look 3D! Once I have more time, this project will eventually become a game. The ghost will destroy bats with his trusty magical flashlight and collect the gems for power ups!