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Tipsy tree

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Transcript

  • 1. Tipsy TreeStephen Aldriedge & Krista MurphyConcept: The goal of our project was to create a two playergame that immerses the users in a virtual environment eventhough it is on a small scale.
  • 2. Conceptual Research From the beginning we knew we wanted to use Android devices. After discussing multiple options we decided that our project would utilize Augmented Reality. Although Augmented Reality in itself is a challenge, we still wanted it to be interactive so we searched many Augmented Reality games. The biggest strain this has on our project is that every part of the project needs to be as efficient as possible. When choosing what our gameplay would be like, we also decided to take advantage of the accelerometer in the phone. The biggest inspiration for our gameplay was “Coin Shower Flower”, a mini-game from Mario Party.
  • 3. Technical Research• Learned about networking, specifically socket programming with UDP.• Accessing Android sensors.• Which targets track best for the distance the user will be standing.• Learning way around Unity Engine• Spent lots of time looking through the C# docs
  • 4. Development & DesignOnce we knew what the main components of our game would be (2players, a platform that tilts, and an augmented character that wastrying not to fall off the platform) we still needed to come up with anenvironment and narrative for the game’s character. We chose a raccoon for the main character. He will be living on the top of a tree, an idea inspired by Stephen’s favorite childhood book” Go Dog, Go!”. This explains each players’ role very well. The player controlling the platform is the wind swaying the tree back and forth. I did a series of sketches to come up with a look for the raccoon and environment.
  • 5. Process - Krista • Concept • Sketches • Modeling • Rigging • Animate • Texture • Design interface • Help with Unity
  • 6. Process - Stephen• Test AR with Unity and Qualcomm SDK• Develop a system to send data between devices• Reduce processing load by putting all physics computations on the non-AR device• Implement game physics and other game functions
  • 7. User Experience• 1st – The prototype still needs a lot of development such as: controls that are relative to the camera, add a jump button, better collision detection with the treetop• 2nd – We had Eugene test our prototype and these were his comments: The joystick needs to have more space from the edge, not sensitive enough, internet can slow down the game, bring the tree higher on the target, likes style, void in the ground, develop environment, add another light• 3rd – Eugene was able to catch onto the navigation quickly, some loss of tracking momentarily, wanted to explore the space more
  • 8. Independent Games Festival We looked into the Game Developers Conference, but it was only open to professional entries. The Indie Games Festival is more easily accessible festival that is a partner with the GDC. This annual festival has a special competition forStudents, and is the longest-running and largest festival relating toindependent games worldwide. This year the competition will beheld from March 5-9, 2012 in San Francisco, California. There are 8student Showcase winners that win up to $3,000. The deadline wasOctober 31st, but we can submit next year. This competition seems to be our best option because it is geared towards students, they accept almost 1,000 entries, and it is in the US. Colorbind, 2011 Finalist
  • 9. Future Design Start Menu Target User Interface