Friday, February 19, 2010

Juggling game prototype


As it was shown in Juggling Games Research, there are no games which imitate ways of juggling realistically. The closest to this idea is Juggling Simulator Game which allowed player to make two kinds of throws from each hand.

On the other hand, there are many simulators where you can imitate throws in patterns strictly defined by user. Siteswap notation is one of many types of describing mentioned earlier patterns.

According to Wikipedia:
"Siteswap is a notation used to describe juggling patterns. It encodes the number of beats of each throw, which is related to their height, and the hand to which the throw is to be made."

According to that notation:
0 - pause with an empty hand,
1 - quick pass straight across to the other hand,
2 - momentary hold of an object,
3 - diagonal throw of an object to other hand, at the length of three beats,
4 - vertical throw of an object to the same hand, at the length of four beats,
5 - diagonal throw of an object to other hand, at the lenght of five beats,
6 - vertical throw of an object to the same hand, at the length of six beats,
etc.

What would it be after connecting these two ideas with siteswap notation and ability to define throws sequence in real time?

We decided to take that challenge and this is the result:



In this prototype the balls are thrown by selecting throw numbers. Each of them corresponds to throw type defined by the siteswap notation. It is done by pressing keyboard keys in proper moment of time, called "catch mode", which is shown by red border. The other borders give us a clue, which balls will be next in "catch mode".

Despite the juggling in this prototype being hard to learn, it enables variety of tricks which can be done by the player. In our opinion, it is good foundation for creation of game which simulates juggling.

Thursday, February 4, 2010

Relation from Global Game Jam 2010 - KrakJam 2010


In days 29-31.01.2010 we participated in KrakJam 2010, which one of the local editions of Global Game Jam 2010.

Our team was made of Bionic Nose members and guest appearance of Havock.

Topic of the competition was "Deception". Three additional topics for our time zone were: a key, a monkey, a donkey.

According to this guidelines, we made a game called "Infinite Burglary". Player is a thief who is breaking in by making keys which fit to the specified door. Deception lies in the fact that you can play forever and the game ends in victory by giving up and getting caught by the police. Justice triumphs and we get a trophy as a prize. Additionally game fulfilled "Universal Language Game" achievement, which means that game has absolutely no text or numbers.

Making of the game.
18:00 - announcement of the topic for this year
18:00 - 19:20 - integration and official keynote, designing of our game in the meantime
19:40 - first graphics to the hallway
19:54 - first environment setup
21:58 - finished hallway screen with it's logic
23:14 - finished door screen with it's logic
END OF THE FIRST DAY (we didn't even notice when it was finished)
00:13 - finished main menu
02:00 - 6:00 - programmers are taking a nap
before 6:00 - Havock goes to sleep
till 6:29 - a key, hallways and door graphics were made, Magda goes to sleep
6:31 - finished credits screen
8:20 - fade in/out effect
8:54 - first version of the key
9:50 - fade in and fade out on transitions between screens
about 12:00 - Magda gets back to making of the graphics, Havock starts searching of the sounds and making graphical elements
12:19 - finished early graphics for the intro
13:58 - game intro logic
15:10 - finished parts of the graphics for the key
17:22 - key making logic
17:53 - first sounds
18:03 - updated key making logic
19:30 - 21:30 - break
21:30 - 23:20 - addition of many missing graphics
23:09 - very serious bug with image transparency is fixed
23:30 - sleep
END OF THE SECOND DAY
7:50 - 9:00 - waking up, breakfast
9:00 - 9:38 - first graphics of the last day
9:50 - new mouse cursor graphic
9:58 - big update of the graphics and the key logic
10:21 - removal of serious bug with door rendering
11:11 - "back" button on all screens
11:43 - sounds in game intro
12:17 - animation of file and haze
14:03 - finished animation after proper making of the key
14:19 - last graphics are finished
14:00 - 15:00 - addition of missing elements of the game: sounds, graphics, text files etc.
15:00 - the end of making of the game for KrakJam 2010
15:00 - 18:00 - games testing, presentations, voting and announcement of the results
 
Postmortem
a) What went right?
- we managed to create everything what we've planned
- job distribution. There were no idle time. When Luke was programming, Peter was planning next stages of work. Magda and Havock were consulting graphical issues. In the end Luke and Peter were programming different functionalities in parallel, which resulted in very quick code creation.
b) What went wrong?
- we were at least one hour short at the end of the competition and some of the game elements were made too fast, which resulted in malfunctions.
- our breaks were not optimal, we were taking a break only when we're totally beat up. That resulted in lack of our productivity. We should've taken shorter breaks more often.

This competition has shown that we're capable to plan, make and finish our conceptions in specified amount time.

Hope to see you again on next Global Game Jam.