Archive for the ‘Games’ Category

TIGJam 2008

Tuesday, September 30th, 2008

This last weekend saw a gathering of indie video game developers for the inaugural TIGJam, hosted by TIGSource and us at Flashbang Studios. 20 indie developers from all over the US and Canada came together for 72 hours of game-making with our comrades in arms!

Armed with a bottle of guarana pills, the company of awesome friends, and the promise of a fabulous Indian dinner as culmination, I set out with my brother Adam to start a project from scratch and finish as much as possible. We decided on a game for the iPhone, made using the beta for Unity’s iPhone version of their software. Our game is a 3D customizable robot brawler, in the spirit of the fantastic Sega Genesis game Cyborg Justice.

After three days of TIGJam, we ended up with a nicely fleshed-out prototype, including enemy robots, three selectable weapons (grabber arm, minigun, and rocket launcher), and, of course, exploding barrels. We made this video earlier today, showcasing a total of four days of work:


TIGJam 2008 - Robot Rampage! from Adam Mechtley on Vimeo.

There were some other fantastic games being worked on during the jam, including a number for the upcoming Gamma 3D showcase. My personal favorite (other than of course World of Goo, which Kyle and Ron of 2D Boy were working on) was Alec Holowka and Adam Saltsman’s curling game, which looks completely sick after only three days of work!

Photos from the jam are up in my Flickr stream. Adam and I plan to be finished with our robot project by the time that Unity iPhone reaches release — I’ll update as it comes along!

Obsessive Compulsive Penguin Simulator

Tuesday, March 25th, 2008

The Independent Gaming Source just finished up a competition based on the Video Game Name Generator. The rules:

1. First, open up the Video Game Name Generator.
2. Next, find a name for the game that you want to make.
(Peeing your pants out of mirth is recommended during this part.)
3. Finally, MAKE THAT GAME.
Optional Secondary Objective: BRAND LEADERSHIP

My brother/coworker Adam and I decided we’d try our hand at one. We picked Obsessive Compulsive Penguin Simulator, for obvious reasons. You play as a penguin with OCD, who must stamp down accumulating snow drifts, in order to keep the ground even for all! To promote Brand Leadership, I also made this stunning promotional artwork:

OC Penguin Sim Brand Leadership

The competition lasted three weeks, but we spent a total of about five days working on it — three of Flashbang’s experimental Fridays and then this last weekend. Now go play the game — it plays in-browser for OS X and Windows!

This Makes It All Worthwhile

Monday, March 17th, 2008

We recently received this email at Flashbang, in reference to our game Off-Road Velociraptor Safari:

From: David Hone IVPP
Date: Mar 16, 2008 3:17 AM
Subject: Off-Road Velociraptor Safari
To: contact@flashbangstudios.com

Hi Guys, great game - I have been playing for weeks. I just wanted to say that, believe it or not, I am a palaeontologist and I happen to work primarily on dromaeosaurs and pterosaurs - in other words, among other things i am an expert on Velociraptor and Pterandon. Yes, really.

And can be (and generally am) a pedantic sod, but in general your reconstructions of both are great. Very detailed and very accurate and that is one of the reasons I like playing (OK, so running them over is cool too… ;-) I get riled constantly by bad reconstructions of dinosaurs and especially pterosaurs that are generally being done by supposed experts and making a complete hash of even the basics, so it is a delight to see these done so well! Great stuff.

Anyway, thanks for a fun game and if by chance you do want some advice on future dinosaurs I am happy to help out!

Cheers,

Dave

David Hone works for the University of Bristol, UK. I am pleasantly amazed!

Drunkpong: An excuse to make a USB Breathalyzer

Tuesday, February 19th, 2008

You’re throwing a party for the Game Developers Conference and you think it would be cool to have a custom game. What’s the natural response? How about Pong that adapts its difficulty based on how drunk you are!

Among my numerous interests is custom hardware for games and interactive art. When my friend and coworker Matthew Wegner suggested the idea of making a breathalyzer peripheral for a party game at GDC, how could I respond with anything but, “Hahahaha, Hells YES! I am ON that!”

I started by researching the various consumer breathalyzers. In the end I decided to hack the Alcoscan AL2500. It provides readings within a reasonable error tolerance and costs about $30 on Amazon — much cheaper than fuel cell meters. Upon opening it up, I found that it’s set up pretty simply. It’s driven by an ATMEGA48V-10AU microcontroller, with the semiconductor sensor connected to an analog input, and digital outputs that drive a simple seven-segment style LCD.

Alcoscan AL2500 BreathalyzerBoard, back. Simple AVR microcontroller with sensor as an analog input and LCD as digital outputs

As I saw it, there were basically two options for obtaining the data from the breathalyzer and sending it to the computer. On the one hand, you could read the analog value from the breath sensor, or on the other hand, you could reconstruct the LCD digits from the digital outputs. Since the analog circuit driving the sensor was a little complicated and beyond my expertise (and I’d procrastinated enough that learning more before GDC was out of the question), I decided to reconstruct digits. I first followed traces on the PCB to find which pins on the microcontroller were driving the LCD. I then systematically grounded each pin while turning the unit on to determine which pins drove which LCD segments.

Mapping out which pins control which LCD segmentsPin cross reference for AVR microcontroller and LCD

I then soldered wires to the relevant LCD outputs on the board (the connectors were nice and big compared to the microcontroller pins). I spent a bit of time determining which outputs from the LCD I wanted to read. As it turns out, you only need five segments from a seven-segment digit to determine the numerical value of the digit — the bottom and bottom right segments are superfluous (see Matt Mets’s recent post, who solved the problem independently). I ran a total of eleven wires — two digits for the BAC level and one wire for the “Wait” indicator — into digital inputs on an Arduino Diecimila. The Arduino code ended up pretty simple — it reconstructs two digits and the status of the “Wait” indicator and transmits these serially via USB.

You only need to observe five segments of a seven-segment display to know which number is displayedSoldering more wires - first digit done

I then read the serial data in using the Java RXTX library and spit it into a text file, which I then read in from Unity. The game then makes the paddle size larger the drunker you are!

Waiting for the player to use the breathalyzerPlaying with Player 1 significantly drunk

The hardware is of course begging to be used in other ways — how about a program that locks you out of Ecto and your forum accounts when you’re right trashed? No more embarrassing comments that you can’t take back! I may go back and make a more sophisticated game in the future — Pong was about the right scope for the single day of development time I had left after handling the hardware and serial transmission!

I’ll have the game up for play at the 9Bit indie games party Tuesday night — if you’re at GDC just find folks from Flashbang, Gastronaut, or ThatGameCompany to get an invite and drink tickets! I’ll post an Instructable and some more information about the software when time permits. Extra special thanks to Becky Stern and Matt Mets for their advising on the hardware interface!