hqq – LookingOutwards – 12

For our project, Rachel and I are working off of two inspirations. The first is a choose-your-own-adventure game created by a group of five students at MIT that allowed players to create alternate endings to the storyline of the Hunger Games. This is helpful to our process because it uses sound effects and animations that could be relevant to our process. Additionally, it was created by a student team that points towards a supremely beneficial exploration of various features or tactics.

^The original Tetris from 1984 by Alexey Pajitnov

Our other inspiration is rather well-known. One of the first “falling block” games ever created, Tetris has become one of the most distinguishable video games ever created. In an interview for the Guardian, Pajitnov wrote:

“Next I put together the procedures for manipulating the pieces: pick a tile, flip it, rotate it. But the playfield filled up in 20 seconds flat. Also, once you’d filled a line, it was kind of dead, so why keep it on the screen? So I made each full line disappear, which was key. I was a pretty good programmer and it took me about three weeks to get something controllable on screen. I pretended I was debugging my program, but in truth I just couldn’t stop playing it. When other people tried it, they couldn’t, either. It was so abstract – that was its great quality. It appealed to everybody.”

Our stacking game uses slightly different principles, but Tetris paved the way for determining issues of velocity, instance, and randomness, all of which will be extremely relevant to our final project.

hqq – secE – project12 – proposal

Project Name: Carl Makes a Meal (tentative);

Project Partner: Rachel Park (rsp1);

Project Manifesto: “For our project, we are creating a two-part immersive experience that’s part-“choose your own adventure” and part-Pong game. The premise brings back an earlier character Hamza created in the early days of the class, Carl, whose goal is to make a nice, home-cooked meal for his girlfriend Carla. But, it has to be perfect. In a choose-your-own-adventure game, you’ll have the option to check the fridge for ingredients, or travel to a new country to pick some more rare ingredients. There’ll also be information on these pages about these ingredients. We’ll create these pages on Illustrator and use a series of key presses to activate each ones. (see diagram below).

Players will “cook” the meal through a stacking game where they use a plate to catch the ingredients to make the “perfect” meal (see below). Once the stack reaches a certain height, the game ends with an image of the final meal in its finest presentation.

juyeonk-Proposal-12

For the final project, I will be creating an interactive game that is similar to both Flappy Bird and the T-Rex game of Google Chrome (the one that shows up when there’s no internet connection)

It is designed to make the user feel competitive and want to play more just like any typical games, but also to make the user feel happy while playing. That is why I decided to make the ‘main character’ of the game to be the dog. This dog will be flying in the air with the landscape passing by in the background. The goal of the game is not to shoot anything or avoid shooting or anything violent, but is to obtain bunch of floating items in the air. When it encounters a hat, the dog will wear the hat, and when it encounters a piece of clothes, the dog will wear it.

I believe that I will be able to create this by using randomly-created-landscape functions and loadImage() commands. Since The dog will be constantly changing its posture, I would need to use the for loop to constantly load different images.

 

juyeonk-LookingOutwards-12

Title: Nyan Cat

Year of Creation: 2011

Link to the Game: http://www.nyan.cat/

Nyan Cat is a name of the YouTube Video that was uploaded in 2011. It features a cat with a pop-tart body flying in the space forever while leaving a trail of rainbow behind. Although it may seem simple and pointless, Nyan Cat has been re-published in various games and apps that often allow the users to control how the Cat moves around in the space. Sometime it has to pick up the candies on the way, or sometime the user can even personalize the cat with different costumes (i.e. different types of the pop-tarts) and accessories. I love the idea of it being the friendly game, rather than the majority of the flying action game where you have to either destroy some aircraft or avoid the shooting that is coming from those aircraft.

Image result for nyan cat

^Screenshot of the Nyan Cat video.

 

Title: T-Rex Jumping Game

Artist: Google

Year of Creation:

Link to the Article: https://www.nytimes.com/2017/11/14/technology/personaltech/chrome-dinosaur-internet-connection.html?_r=0

Link to the Game:

The T-Rex Jumping Game has been providing Chrome users with a source of entertainment and a way to relieve the frustration and the stress they may find when stumbled upon the ‘no internet sign’. It uses the randomly generated landscape with cacti and during the later stage, birds as the obstacle to the ever-running T-Rex. I appreciate Google’s intention of creating something that could help with our emotion, or helping us forget the brutality of the reality for a split second. Similarly, for the final project, I would like to create something that uses the similar mechanisms (using the keyboard to control the object, perhaps using a randomly-generated landscape as well) to create an interactive game that would boost the user’s mood.

Old unable to connect to the internet page

^Message that shows up on Chrome when you don’t have an access to Internet.

Google dinosaur game

^ But you can still play the game!

gyueunp – Project-12: Final Project Proposal

As discussed in my week 12 looking outwards post, works that appeal to me are composed of intricate designs that are extremely decorative and complex. In order to create various detailed structures, I plan to incorporate turtle graphics in my project. This project will work as an extension of my week 11 project, as I would love to explore the concept further.

   

Both random and systematic factors will be utilised to make an interactive project that allows the audience to create, destroy, or alter the formations of turtles using the mouse or keyboard. I also plan to have an audio that either plays in the background or changes based on the interaction.

I was also very intrigued by Professor Dannenberg’s turtle graphics sketch that was presented during the November 1st lecture, although I do not remember how it was created (I wrote the code down but my sketch does not work because of unknown errors). I recall finding the delicate, thin lines very appealing.

I will also take the suggestions that were provided for the week 11 project into consideration.

  • A turtle which responds to the cursor. You could have a turtle that responds to the position of the user’s cursor, for example, fleeing away from it, spiraling around it, etc.
  • A turtle which responds to an image on which it is crawling. You could use an image (hidden or otherwise) as the “terrain” on which a turtle is crawling, and the turtle could make decisions about which way to turn based on the color of the pixel underneath it.
  • A family of turtles which are following or avoiding each other. With the addition of some noise() or randomness, this can produce very surprising results.
  • Using a turtle to draw different kinds of visual forms. Turtle Graphics are particularly well-suited to drawing complex curves, dotted lines, calligraphic curlicues, and other unusual structures. Google around to see what’s possible…
  • A big flock of turtles that…?

Sheenu-Project 12-Proposal

Ever since I was very little, I always loved telling stories and making animations. The idea of making characters you imagine come to life and have their own life stories and experiences always fascinated me. So, when I was first introduced to the computer during my elementary years, I already self-taught myself the fundamentals of animation and how to publish these animations to YouTube. During the years, I kept on making animations and practicing during my free time, however as I got older and busier, making the animations themselves became a struggle and difficult even for someone who has the passion for it. Because of this, I now search for ways to make animations not only better, but faster to produce through computer programming, rigs, and algorithms.

I propose to make a simple program that allows you to move and save the position of an animated stick-figure rig or shape, move and save a second position, and allow the character to move using those two or as much saved positions as possible. The animation can be played forward or backwards and its frame cycling speed can be adjusted. My proposal sounds both very difficult and simple yet I am excited to give it a try.

yoonyouk-LookingOutwards-12

I used one of the advertisements of Apple’s commercials as one of my Looking Outwards examples since there are a lot of relevant elements with this video and what I want to create with this final project. The simple movement of the shapes accompanied the sound so well despite the total simplicity. I like how this example considered not just new shapes appearing on the screen, but also how some shapes blend into new ones. Also, the video primarily utilizes circles to create the shapes and motion and yet is still able to convey so much movement and meaning.

My second example for this week’s LookingOutwards is Jono Brandel’s patapap video. Another example of motion graphics accompanying music. What I liked about this video was the incorporation of color, creating enough contrast between the foreground shapes and the background. When creating my project I think it is important to consider that the shapes must be distinct from each other and should all be noticeable.

gyueunp – Looking Outwards 12

Propagaciones (2009)

Leonardo Solaas‘s Propagaciones (2009) is a series of generative drawings that were made on commission for a book cover. Not a lot of description is provided for this work, but I find it appealing due to its visual qualities, such as the ethereal effect that the abstract forms create. The sense of randomness as well as the “imperfections” attract me to this piece. Another interesting work created by Solaas is Affine Swarms, “a generative system based on fields of drawing particles that follow the same random trajectory, but are scaled or rotated depending on their initial position.” Randomness and rotations are factors I may use in my final project.

Digital Grotesque II (2017) video by Video by Kaufmann & Gehring

Created by Michael Hansmeyer and Benjamin Dillenburger, Digital Grotesque II (2017) is a full-scale 3D printed grotto that was entirely designed by algorithm and materialized out of 7 tons of printed sandstone. I am interested in this work’s rich details as well as the spatial depth that its multi-layered structures create. Ultimately, its highly ornamental quality is what I find extremely beautiful in this work.

Its design development animation can be found here.

The two works both meet my interest in that they are composed of intricate designs that are simultaneously unspecific and decorative. An obvious difference between the two is that Digital Grotesque II as the final product is in a 3-dimensional form, while Propagaciones is not. The latter contains a sense of randomness, while the former does not.

These two artworks are relevant to my final project, as both random and systematic factors will be utilised in mine. The visual aspects of my project will resemble them in its intricacy and ornate details. However, mine will be interactive and in motion, unlike the two projects I have discussed.

mecha-lookingoutwards-12

For my final project, I am hoping to collaborate with Allissa Chan in order to create a choices-based video game in which a user is faced with different opportunities (or not) depending on how they interact with characters in the game. With this in mind, I decided to research choice based video games and how they worked.

trailer for night in the woods game

The first game that I looked into was Night in the Woods, a game available on Steam created by “a teamup of Alec Holowka (Aquaria), Scott Benson (Late Night Work Club), and Bethany Hockenberry”. Published January 10, 2017, the game follows a cat who returns home after dropping out of college. Available for PC, Mac, and PS4, the game operates by changing dialogue and scenes based on which characters the user interacts with more. Even though the consequences of user choices within the game are subtle, they have a significant effect on the relationships that the user creates with each of the characters, providing an extremely different and personalized experience.

The choices in Life is Strange make for more dire consequences within the game.

trailer for life is strange game

Released on January 29, 2015 and developed by Don’tNod entertainment, Life is Strange follows the story of a girl with the ability to go back in time.  The choices that the user makes directly affects the choices available from then on, as well as the relationships that the user has with the other in-game characters. What I find inspiring is the amount of detail of the game and the amount of choices and consequences that seamlessly connect together.

Both of these games can be considered relevant to our final project work in that it shows how a series of events can be triggered based on user choices.

alchan-Project 12-proposal

For this project, I am planning on collaborating with Maddy Cha (andrew id: mecha, section E) in order to create a story-based game in which the choices a user makes affects the rest of the story. The story/ game will be presented as a series of images with text. Players will be able to choose options/ text prompts by pressing corresponding keys.

The story will revolve around the player’s trip to a grocery store, in which the player can choose to buy items that will help them progress. Each part of the story will have a different character that will respond to different objects that the user decides to purchase.

We will also implement randomness in order to make it so that each user’s experience is a little different. We will randomize the order in which characters may appear in the story as well as different events that may help the player later on.