https://www.facebook.com/video/video.php?v=1907886903497
Let it be known, iMovie and I, are not friends.
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Tuesday, March 15, 2011
Saturday, March 12, 2011
Simulation
So, there are still some major bugs with getting the phones to work and actually communicate with processing. I have put together a simulation sketch of what the game WILL look like (for the most part) when it's done though.
http://acsweb.ucsd.edu/~aashie/MissileCommand/MCSimulationFinal/applet/
The object collision wont be accurate until we get processing communicating with the phones to give live/dead status but otherwise gameplay will be similar to this.
For presentation purposes, to control the missiles you use the arrows. The d key detonates the missiles. The mouse controls the bases, clicking the mouse causes them to detonate.
http://acsweb.ucsd.edu/~aashie/MissileCommand/MCSimulationFinal/applet/
The object collision wont be accurate until we get processing communicating with the phones to give live/dead status but otherwise gameplay will be similar to this.
For presentation purposes, to control the missiles you use the arrows. The d key detonates the missiles. The mouse controls the bases, clicking the mouse causes them to detonate.
Friday, March 4, 2011
Documentation
So, I found a friend who can document our beta testing! Hopefully we'll be done and ready to test by next weekend so I can get her to film our project in action!
Wednesday, March 2, 2011
Woo login
So blogspot hasn't been letting me log in, pretty much since the last time I posted and I have no idea why.
Anyway, Nadia has been working on trying to get the phones to cooperate. It's frustrating. We're having to move things back but it's going to get finished. We're just going to need to move the actual game to later on in the year, closer to the Best of ICAM show. In the mean time I've been working on the score system. I wont be able to actually implement it until we get the phones working and object collision works a little better, but it's definitely going well. I'm going to try to get object collision going this week if at all possible. I've been working on it for weeks, but I think I might have a new idea that could actually work.
Here's to hoping. :D
Anyway, Nadia has been working on trying to get the phones to cooperate. It's frustrating. We're having to move things back but it's going to get finished. We're just going to need to move the actual game to later on in the year, closer to the Best of ICAM show. In the mean time I've been working on the score system. I wont be able to actually implement it until we get the phones working and object collision works a little better, but it's definitely going well. I'm going to try to get object collision going this week if at all possible. I've been working on it for weeks, but I think I might have a new idea that could actually work.
Here's to hoping. :D
Monday, February 7, 2011
Visual Interface Prototype
So I've been working with processing and this is what I've come up with so far. To use this, you need to use the mouse to move around and click to detonate. Later the mouse will be swapped out with values from the GPS. This is still only showing one side of the game. I still need to look into object collision to get the base under attack to realize whether or not it's been hit and respond accordingly and add in some score system.
http://acsweb.ucsd.edu/~aashie/MissileCommand/MissileCommand/applet/
http://acsweb.ucsd.edu/~aashie/MissileCommand/MissileCommand/applet/
Thursday, January 27, 2011
Crazy Issues
As Nadia said, we got the Russell Grant, but we can't spend the money on the one thing we applied for. This is frustrating beyond belief. We need to present them with another budget including batteries and glowsticks. Hopefully they'll let us use the money to purchase these, as they are crucial for our project.
I've been trying to hack away at the visual interface in processing and am having all kinds of trouble with it. Every time they update processing, the codes that worked before stop working. We're looking into writing it in another platform but I'm not sure about how to do this just yet, so we'll have some research to do.
I'm also in the process of applying to grad school programs, so I'm completely stressed/busy trying to get everything squared away there. I should have them all sent out by Tuesday and then should be able to calm down and look at the issues we are facing a little more rationally. Hopefully the problems wont be too difficult to work out.
I've been trying to hack away at the visual interface in processing and am having all kinds of trouble with it. Every time they update processing, the codes that worked before stop working. We're looking into writing it in another platform but I'm not sure about how to do this just yet, so we'll have some research to do.
I'm also in the process of applying to grad school programs, so I'm completely stressed/busy trying to get everything squared away there. I should have them all sent out by Tuesday and then should be able to calm down and look at the issues we are facing a little more rationally. Hopefully the problems wont be too difficult to work out.
Tuesday, January 11, 2011
More Updates
So I met with Brett, and someone from Porters/University Centers about how our actual performance is going to go down.
It seems the school wants to have a "TRON" themed dance at Porters this quarter and they think our project fits perfectly with their event. We're still working out the bugs about hardwiring our communications between the server and the phones, but for the most part it seems like it's going to work out nicely for us. If this ends up being the venue, I'm going to skin our visual interface to play along with the TRON theme. Missile Command style already fits rather nicely for the light disk game in TRON, so this shouldn't be too difficult. Using this as our venue will also give us access to laser/lightshows and strobe lights, which will make gameplay more interesting to the spectators watching it unfold.
The current plan is to play it in Eucalyptus Grove just outside of Porters Pub during the event. We will brief players on gameplay and have them sign a wavier and leave their ID card when they receive the phone. The players will have some form of lights so they can see players and see where they are going despite it being dark outside.
Incorporating it with the Tron event should help generate interest as well as give the project an environment in which to incorporate itself into. We still need to firm up technicalities about reception and servers, but it is looking good for us. The people at University Centers seem really excited about the project and this is going to be incredibly helpful in planning the event.
Now we just need to hear back about the Russell Grant and start working through the coding finding out the phone's capabilities.
It seems the school wants to have a "TRON" themed dance at Porters this quarter and they think our project fits perfectly with their event. We're still working out the bugs about hardwiring our communications between the server and the phones, but for the most part it seems like it's going to work out nicely for us. If this ends up being the venue, I'm going to skin our visual interface to play along with the TRON theme. Missile Command style already fits rather nicely for the light disk game in TRON, so this shouldn't be too difficult. Using this as our venue will also give us access to laser/lightshows and strobe lights, which will make gameplay more interesting to the spectators watching it unfold.
The current plan is to play it in Eucalyptus Grove just outside of Porters Pub during the event. We will brief players on gameplay and have them sign a wavier and leave their ID card when they receive the phone. The players will have some form of lights so they can see players and see where they are going despite it being dark outside.
Incorporating it with the Tron event should help generate interest as well as give the project an environment in which to incorporate itself into. We still need to firm up technicalities about reception and servers, but it is looking good for us. The people at University Centers seem really excited about the project and this is going to be incredibly helpful in planning the event.
Now we just need to hear back about the Russell Grant and start working through the coding finding out the phone's capabilities.
Monday, January 10, 2011
Update from my end of the woods
It's been a while since I last posted.
I've spent most of the past week working on grad school applications and reformatting my computer to clean it up and make it run smoother. Hopefully this will stop all of the problems I was having with processing runtime when I try to work on the spectator visual gameplay interface. This weekend and next week I should have it to where processing will work again without crashing every few minutes.
We've had to change the system for relaying information to send packets of information instead of just using J2ME. I'm not really sure what this is going to mean in terms of the processing code, so I have research to do before we can plan any serious implementation. In the meantime, I'm going to work on a base wireframe structure of the visual interface in the next few weeks. Hopefully if I can get that running and cleaned up to look nice we will be able to just modify the code to represent the information packets we are sending it.
Also, we are meeting with Brett, and IT people tomorrow about using PC or Porter's pub for a venue. Lets hope all goes well and that works out.
I've spent most of the past week working on grad school applications and reformatting my computer to clean it up and make it run smoother. Hopefully this will stop all of the problems I was having with processing runtime when I try to work on the spectator visual gameplay interface. This weekend and next week I should have it to where processing will work again without crashing every few minutes.
We've had to change the system for relaying information to send packets of information instead of just using J2ME. I'm not really sure what this is going to mean in terms of the processing code, so I have research to do before we can plan any serious implementation. In the meantime, I'm going to work on a base wireframe structure of the visual interface in the next few weeks. Hopefully if I can get that running and cleaned up to look nice we will be able to just modify the code to represent the information packets we are sending it.
Also, we are meeting with Brett, and IT people tomorrow about using PC or Porter's pub for a venue. Lets hope all goes well and that works out.
Friday, December 10, 2010
More Stuff to Update With
So, last week Nadia and I applied for a Russell Grant. (It was a chaotic process but somehow, we got it all sorted.) Nadia we've been working on the J2ME code for the phones and the graphics for the visual display. Below is the graphics we plan on using for the spectator visual display. I wanted to keep it simple so it would be easily readable and not get too confusing with all the action going on.
The phone displays will be very similar in layout, however due to the color limitations on the phone screens, they will not be in color. Thus, the shapes will be more imperative.
Once we get all of the bugs worked out of the jar file to get the code running properly on the phone I'll begin to implement the visual interface on the phone. It will not be graphics, but rather strings of text (asterisks, X's and periods on the screen).
If you are a missile, it will inform you which base is your target and where it is. If you are a base it will tell you where all the missiles and which one is your biggest threat.
The phone displays will be very similar in layout, however due to the color limitations on the phone screens, they will not be in color. Thus, the shapes will be more imperative.
Once we get all of the bugs worked out of the jar file to get the code running properly on the phone I'll begin to implement the visual interface on the phone. It will not be graphics, but rather strings of text (asterisks, X's and periods on the screen).
If you are a missile, it will inform you which base is your target and where it is. If you are a base it will tell you where all the missiles and which one is your biggest threat.
Thursday, December 2, 2010
Proposed Timeline
September 28- October 5 Research various ways project idea could work, talk to CRCA, find out what resources are available. Iron out project details and write up an official proposal.
October 5- October 10: Prioritize what hardware/software is needed to start/complete the project.
October 10- October 31: Research other styles of games already written and research what problems/bugs the developer had in writing it. Figure out the game narrative and how the gameplay will work and feel for both spectators and players. Look into Blast Theory games and other forms of locative media. Research various methods of implementing these factors using J2ME and Processing.
November 1- November 10: Research phones more in depth. Decide which phones offer the software that is needed and the quantity at which we will need them. Research information about projecting or using Price Center's LED screen.
November 18-November 30: Write up a budget to determine the total cost of the project and find out what must still be purchased that can't reasonably be acquired through other means. Apply for the Russell Grant: Write Proposal, fill out the application, and acquire support letter.
December 1-January 3: Acquire phones. Work on J2ME client to get the computer communicating with the phones. Research other games that the phones make possible (Brett has suggested Gecko Splat).
January 3- February 1: All hardware should be acquired by this time. Work on graphical interface. Design what each player/spectator should be seeing at any given point in time. Implement the phone client and work on putting the phones with the gameplay visual interface.
February 1- February 15: Complete the phone client and combine it with the final visual interface for gameplay. Test run it with Beta Testers and get feedback.
February 15-February 28: Apply the feedback to make any necessary changes or adjustments in gameplay and how everything works together. Finalize details about final performance. (Getting permission to use the space/screen/finding participants/figure out performance length, etc.)
February 28-March 11: Finalize anything and make any last minute changes necessary. Double check on details of final performance and make sure there will be documentation of some kind. Acquire participants for the final gameplay (some from beta testing but some originals as well). Give the final performance.
October 5- October 10: Prioritize what hardware/software is needed to start/complete the project.
October 10- October 31: Research other styles of games already written and research what problems/bugs the developer had in writing it. Figure out the game narrative and how the gameplay will work and feel for both spectators and players. Look into Blast Theory games and other forms of locative media. Research various methods of implementing these factors using J2ME and Processing.
November 1- November 10: Research phones more in depth. Decide which phones offer the software that is needed and the quantity at which we will need them. Research information about projecting or using Price Center's LED screen.
November 18-November 30: Write up a budget to determine the total cost of the project and find out what must still be purchased that can't reasonably be acquired through other means. Apply for the Russell Grant: Write Proposal, fill out the application, and acquire support letter.
December 1-January 3: Acquire phones. Work on J2ME client to get the computer communicating with the phones. Research other games that the phones make possible (Brett has suggested Gecko Splat).
January 3- February 1: All hardware should be acquired by this time. Work on graphical interface. Design what each player/spectator should be seeing at any given point in time. Implement the phone client and work on putting the phones with the gameplay visual interface.
February 1- February 15: Complete the phone client and combine it with the final visual interface for gameplay. Test run it with Beta Testers and get feedback.
February 15-February 28: Apply the feedback to make any necessary changes or adjustments in gameplay and how everything works together. Finalize details about final performance. (Getting permission to use the space/screen/finding participants/figure out performance length, etc.)
February 28-March 11: Finalize anything and make any last minute changes necessary. Double check on details of final performance and make sure there will be documentation of some kind. Acquire participants for the final gameplay (some from beta testing but some originals as well). Give the final performance.
Thursday, November 18, 2010
Budget
So we put together a budget of about how much our project will potentially cost (assuming we didn't have access to resources through the VISARTS department.
Budget Spreadsheet
Budget Spreadsheet
Friday, November 12, 2010
Another update!
So, We've been working on finding the necessary cables to start messing with the phones. Hopefully Nadia was able to get some of the other ones from Brett. We've been working on figuring out technicalities this week. I've been asking around trying to get information on using Price Center as a space and hopefully getting access to the LED screen above PC theater. This way we'll know if we need to code a certain way to use the screen (assuming we somehow get access to it). We have the contact info for someone who we believe can help us out but have had no such luck in contacting them. We are going to see if we can get Brett to ask on our behalf as the request coming from the head of the ICAM department might look more professional.
Assuming we get the cables and the phones, we should be able to being testing out the software soon and getting a feel for how everything works. This is crucial in working on the code to run the program and finding out what kind of graphical display interface will actually work on both the phones and the screen.
Assuming we get the cables and the phones, we should be able to being testing out the software soon and getting a feel for how everything works. This is crucial in working on the code to run the program and finding out what kind of graphical display interface will actually work on both the phones and the screen.
Monday, October 25, 2010
Blast Theory Games
So, past week and half I've been reading in to Blast Theory Games. These games are very similar to what our project is hoping to accomplish. I'm currently researching the ins and outs of gaming in both virtual space and real space. The idea I'm working on at the moment is how to keep parties on both ends of the game entertained and cooperative. Many of the Blast Theory games use SMS or mobile technology to have the players communicate with each other, which should be helpful in designing our game interface.
http://www.blasttheory.co.uk/bt/type_games.html
http://www.blasttheory.co.uk/bt/type_games.html
Sunday, October 10, 2010
Update
So, I still have the plague. Lovely. Nyquil has been my BFF these past few days.
When I am conscious though, I've been working on finding previous shooter games in processing. This way I can see how other people have accomplished it and see what problems/issues they had with the gameplay. I've found a lot of examples of "Asteroids" and other shooter games, which is giving me hope. When I'm feeling a little better I plan to test out some of these codes and begin messing with them to get a feel for just what they do. Hopefully this will lead to a working prototype for our game interface.
When I am conscious though, I've been working on finding previous shooter games in processing. This way I can see how other people have accomplished it and see what problems/issues they had with the gameplay. I've found a lot of examples of "Asteroids" and other shooter games, which is giving me hope. When I'm feeling a little better I plan to test out some of these codes and begin messing with them to get a feel for just what they do. Hopefully this will lead to a working prototype for our game interface.
Tuesday, October 5, 2010
Official Proposal
Our initial idea for this project was to make a real-life version of the game Pac-man. Instead of the traditional game controls with a keyboard, the players of the game will move around in the physical space in order to move their Pac-Man on screen. This would be achieved by having a GPS-capable cellphone with the game client and a server side computer that will process the incoming GPS data. Upon further research, we learned that this idea had in fact been done fairly recently, and set out to find another project idea.
After we realized that our Pac-Man idea wouldn’t work, we decided to try another style of game that would offer more of a challenge. The targeted community that will benefit from our project include fellow students who are also interested in integrating mobile phone technology (apps and GPS system) with server side information processing, and students who are interested in game design for phones. This will bring greater mobility in future app/game designs.
The other group community that would benefit from this project would be the incoming freshmen of Sixth College. This project will allow them to examine how technological and artistic developments can work together and consequently affect our lives today.
For this project, we plan to make the game Missile Command “come to life”. In the game, the player is required to defend six cities from oncoming missiles. These missiles will be controlled by a user on a computer using some kind of game interface. (Processing?) The user’s mouse clicks will determine when and where the missiles are raining down from with limitations on the amount of missiles that can be sent. The other half of the game will take place in a physical space. Six people using GPS-capable cell phones will act as the defending cities. They will be required to get to the designated co-ordinates and detonate at the correct time to destroy the virtual missiles. This will be achieved using the cellphones with the game client and a server side computer to process the incoming GPS data and relay the missile information provided by the game interface.
List of responsibilities/apps needed for this project:
1. Game client for phone, done in J2ME, that uses GPS signals to defend the cities.
2. Server, process the GPS coordinates and sends the information to both the display and cellphone client
3. Game interface. Where the user commands the missiles from and the game is displayed.
After we realized that our Pac-Man idea wouldn’t work, we decided to try another style of game that would offer more of a challenge. The targeted community that will benefit from our project include fellow students who are also interested in integrating mobile phone technology (apps and GPS system) with server side information processing, and students who are interested in game design for phones. This will bring greater mobility in future app/game designs.
The other group community that would benefit from this project would be the incoming freshmen of Sixth College. This project will allow them to examine how technological and artistic developments can work together and consequently affect our lives today.
For this project, we plan to make the game Missile Command “come to life”. In the game, the player is required to defend six cities from oncoming missiles. These missiles will be controlled by a user on a computer using some kind of game interface. (Processing?) The user’s mouse clicks will determine when and where the missiles are raining down from with limitations on the amount of missiles that can be sent. The other half of the game will take place in a physical space. Six people using GPS-capable cell phones will act as the defending cities. They will be required to get to the designated co-ordinates and detonate at the correct time to destroy the virtual missiles. This will be achieved using the cellphones with the game client and a server side computer to process the incoming GPS data and relay the missile information provided by the game interface.
List of responsibilities/apps needed for this project:
1. Game client for phone, done in J2ME, that uses GPS signals to defend the cities.
2. Server, process the GPS coordinates and sends the information to both the display and cellphone client
3. Game interface. Where the user commands the missiles from and the game is displayed.
Monday, October 4, 2010
Research
So begins the research process.
We started by paying a visit to C.R.C.A. in the Calit2 building to see if we could get any input on the best way to go about creating this live gaming experience. After speaking with William Huber, we got a few things figured out.
-We could potentially try to make both the cities and missiles powered by cell phone users in the real space.
**We would need to acquire 36 GPS phones to do this, which isn't very reasonable given our student budget.
-We could have the missiles powered by a user on a computer and have just the cities be people with cell phones. This way, we'll only need 6 GPS cell phones.
- We will need a phone client, a game interface, and a server to connect the information.
-We will need to figure out how we want to program the phone --> computer (j2me?)
Things to do this week:
-Talk to Candy about phones
-Start working with basic processing sketches to work on the game interface.
We started by paying a visit to C.R.C.A. in the Calit2 building to see if we could get any input on the best way to go about creating this live gaming experience. After speaking with William Huber, we got a few things figured out.
-We could potentially try to make both the cities and missiles powered by cell phone users in the real space.
**We would need to acquire 36 GPS phones to do this, which isn't very reasonable given our student budget.
-We could have the missiles powered by a user on a computer and have just the cities be people with cell phones. This way, we'll only need 6 GPS cell phones.
- We will need a phone client, a game interface, and a server to connect the information.
-We will need to figure out how we want to program the phone --> computer (j2me?)
Things to do this week:
-Talk to Candy about phones
-Start working with basic processing sketches to work on the game interface.
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