Monday, May 25, 2009

Blind test run

I made a test course for the blind run, and it worked out pretty well. I had to add sensor switches to set off the audio cues (because the audio cue sensor range is too large) but that just takes time. I also had to add emitters to generate the grab obstacles, so the same obstacles are in the same places if you need to try again.

For the "change direction" sound I used a "chimp" sound because it is instantly recognisable, and completely different from the other sounds.
I am still trying to find different ways to put the sounds together, for instance needing to jump right after you use grab.

I shall attempt the drum kit today sometime.

Sunday, May 24, 2009

Level editor experimentation.

I spend a night experimenting with the LittleBigPlanet level editor, trying to focusing on space and sound.

I used the following sound effects:
Jump - boing
Grab - ding (might change)
Danger - buzzer
Safety - angelic choirs
Change direction - ?

While jumping on a audio cue works nicely, the grab function is much less tricky to configure for blind platforming.
This means the player could only move down the enviroment, and not up.
When the grab function is used in an upward motion, it is much more difficult to control the player.

From this I gathered that a "blind run" would be limited in the way you could move through the space.
The only way I can guide the player through a blind run would be to have the player run left and right (which I need a "change direction" sound effect), and have them desend through the space. Like the opposite to a game of Donkey Kong. You can still jump obstacles, but instead of climbing ladders, you fall through the ground by using "grab".

I also came up with an idea of a symplistic drum kit. Because LBP contain three layers on the Z axis, I could have three different instrument parts.
It's a little hard to explain the programming without having some knowledge of the LBP editor, but basically there would be three 2-way switches which would move the drum kit part (ex. symbols) towards the player. As the that moves closer, the speed between the repeating symbols would increase.
So by the player interacting with the space, they can create and listen to their three part drum beat.
I would imagine if that works correctly, I could copy and horizontally flip the drum kit, and change the sound effects to create a 6-part drum kit.

My other concept of the safe/hazardous door works nicely, but it looks best if it is confined to the foreground z layer. I just need to refine the timing of the sound effects.
This is a direct conceptualistion of the classic example of listening for cars before you cross the street. I still think the "safe" sound effect is needed for clarity.

Using the game engine in a different way

While LBP is essentially a tool for creating platforming style levels, the following videos show that the game engine can be much more.

Music recreated using LBP sounds (Guns N Roses - Sweet Child Of Mine)


2 digit calculator made from LBP tools


Sidescrolling shooter

Friday, May 22, 2009

Level research

I played through the story mode which contains professional levels made by the games creators.

I could not find one instance where sound was the primary dynamic.
The sound effects are only used to enhance the visuals. For example when you "grab" a cow, a "moo" sound is played.

EDIT: Found one. Off screen a dangerous ball appears, because it is off screen, an audio cue sounded. I am not sure if they would have used sound if the player could see the dangerous ball appearing on screen.

Art inspired LittleBigPlanet (LBP) levels.

1) Kandinsky-inspired Level
Video shown below.
A highly detailed conceptual description can be found here.
As the level progresses, the sounds starts matching the players tempo.

The main idea I took away from this, was that a good level doesn't need to have an excess of enemies or complicated programming. A nice result can be achieved by simply thinking critically about the limitations of the game, breaking the elements down (ex. space) and expanding them as much as possible.

2) Interactive space focusing on shapes and motion.
Conceptual description here. A video of the interaction can be seen in the second half of the video below.



Both created by critical-gaming.squarespace.com.

Pushes space, the three layers, and how the character switches between them.

Very interesting stuff. I know this much thought doesn't get put into the standard player's levels.
Shows you could experiment with one just element forever.

LittleBigPlanet 101

"LittleBigPlanet" is a platform game with basic controls.
With only the ability to "move" "jump" and "grab", the gameplay controls are very simplified conpared to other current generation games which ultilise almost every button on a controller.

move: Left analog stick
jump: X button
grab: R1 button

There is also a game mode in which it lets you create your own level to play and share.
My first attempt, like 99% of others, was to create a classic platforming level.
I played around with the tools, and you can pretty much make anything you want. My level was fairly simple as I was just learning how things worked.
Experienced level creators have taken the default tools from the game and extended them. For example, putting together a key/lock switch with a dissolvable block, they created a permanent switch that only goes off once.
Here are some of the more complicated switches players with programming experience have come up with.

Thursday, May 21, 2009

navigating space from sounds

-listen for cars before crossing the street
-new email audio alert
-computer error sound
-video game sounds (jumping = "boing" sound)
-cut off from real world sounds by MP3 = more reliant on visual cues
-blind = reliant on audio cues
-train station/airport announcements
-enhance website navigation
-echolocation

sight vs sound
If I made a space that worked around sound cues, I should be able to navigate the space with my eyes closed. Could be sounds for direction changes. Half way through the space, I could mix it up. A sound could play (ordering the user switch to visual). The user would have to rely on sight (not sound) and there could be sound effects to try an disorientate them.

Wireframe (audio drawing) - John Wynne
With many speakers he uses sound in a darkened room to "show" the space to the viewer. There is nothing to see and the audio is site specific so it is impossible to document. I wonder if he could make the space feel smaller or larger by modifing the volume of the speaker sounds? The sounds would have to get louder/higher as they come closer.

virtual space.

I found a great essay about comparing physical space to 3D virtual space, titled "complete freedom of movement: video games as gendered play spaces"

Some ideas I took away from it:
-extend reach, explore, manipulate, interact
-how virtual games mimic physical games both have similar struggles. Compare space invaders to dodgeball.
-child gamers respond more towards more 3D like spaces and quicker more flexible interactions
-physical bodies reactively sway from virtual movement
-wii controllers/six-axis/guitar hero respond from physical movement + convert into virtual movement
-physical play spaces are diminising (due to expansion) + virtual play spaces are increasing (due to improving technology)
-childen create spaces "forth enviroment", they are in their own world (like calvin + hobbes)
-children make play spaces from nothing (jumping on the white stripes on zebra crossings, balancing on gutters and pathway divisions)
-boys have outdoor orientated toys, girls have indoor orientated toys
-virtual worlds reward daring activities (climbing a tree) as opposed to the physical world
-a goal of creating a virtual space that as is engaging for girls as it is for boys

direct quote/s:
"A child playing a video game, searching for the path around obstacles, or looking for an advantage over imaginary opponents, engages in many of the same “mapping” activities as children searching for affordances in their real-world environments."

"One of the limitations of the contemporary video game is that it provides only pre-structured forms of interactivity, and in that sense, video games are more like playgrounds and city parks rather than wild-spaces. For the most part, video game players can only exploit built-in affordances and pre-programed pathways. “Secret codes,” “Easter Eggs,” and “Warp zones” function in digital space like secret paths do in physical space and are eagerly sought by gamers who want to go places and see things others can’t find. "

"Girls may compete more directly and aggressively with boys in the video game arena than would ever have been possible in the real-world of backyard play, since differences in actual size, strength, and agility have no effect on the outcome of the game."

sandbox vs linear

ideas:
-goal of creating a virtual space with focus on virtual rewards from physical activities + playing around with sense of space
-open, exploratory paths
-user generated goals (players can create their own goals)
-converting physical motion to virtual motion
-interactive elements created purely for interaction (no goals)
-reward daring activities / solving puzzles
-two versions of the level, one for play, one for explanation
-warnings coupled with rewards
-several similar sized spaces with different spatial ideas/concepts
-filled vs empty
-soundspaces (empty space with busy noise, busy space with empty noise)
-getting a physical reaction from a virtual action (scare)
-break up the three layer planes (flat plane with virtual elements, all 3 for -physical representation)
-time based travel, fast turtle, slow cheetah
-object's speed based on player proximity
-horizontal/vertical
-upside down
-empty space (hollow cubes, Sol Lewit)
-navigating invisible barriers from sound cues
-reoccuring motif to play around with size and perspective

Tuesday, May 19, 2009

revision.

final project / presentation = 25%
all blogs = 20%

"15 minute discussion of motivations, key references, and final resolution of the work." + plans for final project.

"focus on digital enviroment as it relates to mapped and constructed space and/or geography...explore broad social politcal and conceptual implications of mapping."

"mapping involves the tracing of movement of time and space, through the mediations of technology."

"explore both physical + virtual space"
"application of notions of space as a metaphor, place, location or setting within digital media."

artist research

Patricia Piccinini
A little disturbing for my tastes, but the combination of the two spaces certainly has an impact.

Richard Brown
Mimetic Lighting Controller: The spikes glow a different colour when you touch them. I don't see why you would want to patent it. :/

Lyre Bird: Interactive Sound Space using motion detectors to output sound patterns according to "movement, speed and direction".
The video game one was my favourite. It would be cool if somehow when you jumped in the real world you would hear a classic mario jump sound.

mimesia: uses a game engine and motion technology to explore a virtual world by moving your head in the real world. Pretty cool. A great example of games as art.
This is a nice play on space, as a person in real space controls a 2D screen, by using 3D motion, 3D space is diplayed on the 2D screen.
"Mimesia is not a painting though at first glance looks like one, it is not a film, for there is no story, it is not a game, there is no quest - it is an evocation of a dream, an unfolding memory."

The Mimetic Starfish: My favourite work from this guy. I watched all the videos I could find on it. Pretty cool. It moves very realistically. People of all ages loved it, entertaining watching the kids interact with it. I would love to create something like this. I remember seeing an interactive flash character on a website once. You could move the mouse from left to right over him and he would react differently depending on the speed. I have been looking for that site since but I haven't found it.

David Rokeby
Shock Absorber: Takes a video clip from televsion and filters out everything apart from the motion. I find it makes you more aware of how 3D television actually is.

Cloud: Plays around with space and though minimalism+light+perspective the work transitions between solid, liquids and gas.

ponoko
A website where people can submit 2D (or 3D) drawings and have them made into real 3D objects.

Motion capture technology. Transforming physical movement into virtual mapping data. Used in a variety of current generation console games such as "Uncharted: Drake's Fortune." I have the game and feel that the mo-cap brings more believeability to the virtual character's motions.

Survival horror video games.
With dark lighting, games like Resident Evil and Silent Hill rely heavily on sound effects and music to instil fear in the player. While slowly walking down a hallway you hear sound effects like creaking doors and growling monsters.

Stargate dart ship sounds
The most memorable part of watching this sci-fi series was the creepy sound effect the enemy ships made. I feel it is effective because it sounds completely new, somewhat similar to a robotic swarm of bees.

Scary movies
-Hitchcock's Psycho high pitched stab sounds
-T-rex's roar in Jurassic Park
-Low bass sounds getting quicker in succession in Jaws

storyboard

drew up the storyboard for camera views and such.

was full of fail. Thinking of scrapping it now. Not enough time to pull it off.

update: scrapped. will look into virtual spaces instead

Monday, May 18, 2009

rough storyline

b = blob
s = me

s notices b
s prods b
no reaction
s prods b again
b expression
s goes to prod b
b attempts to bite
s reacts (pulls hand back)
s slams down fist to squish it
b roll dodges
b springs onto hand
s waves to try get it off
s goes grr
b climbs up arm to shoulder
s notices b is gone
s checks behind
s slowly checks up
b is on head
b eats s
b jumps on bench again

I think it will be around 40 seconds or so.
Not sure about sound effects and music.

jelly test

I bought some jelly and did some experimenting with it.

Blueberry jelly is gross. =_=

concept

live action + animation:
Perhaps me interacting with a blob creature. :)

In a kitchen, on the bench.
I find this blob, and bites and jumps and kills me.

Monday, May 11, 2009

live action + animation

Mechanical Death Spider: One of my favourite live action/animation videos, mostly because of the humor/parody. The creators can get away with the two formats not syncing correctly because it is a parody. For example the very delayed reaction when the missiles are fired.

Mapping project ideas

Due in less than five weeks.

Must be based on one of the following:
- public space
- experimental video
- sampling
- modelling

ideas:

Spatial patterns of panicked people in a mall enviroment. Like how/where would people scatter/move/run if there was an immediate danger. Like a man eating monster or something.

Or how a pack of raptors would hunt in that enviroment. and by enviroment I mean how they would navigate the mall's spatial relationship rather than focusing on how velociraptors would act in present time.
Maybe I could look into herding techniques with using the mouse in flash. I made a simple image where a still polar bear's eyes are focused on where the mouse is postitioned. I modified the image so a insect would follow the mouse around. However I cant find them on my laptop. Here is an example of how it works though.
You should be able to reverse it and the mouse postion could be a "raptor", and the "people" could move away from it. But it would only work like a pack of raptors, if there were more than one mouse position. Which you can't do. I like how animals work together in a pack to catch their prey so I'll try to think of a way around it.
If I did this, it would require more coding than anything else, and that can become incredibly frustrating.

Some sort of live action video mixed with animation.
I saw a short piece like this which I can't find at the moment. It was a animated character interacting with a light up globe. Maybe I should start using my delicious account.
Found it. I don't really like the idea of me acting though. :P

Making a 3D model of a village would be fun, but I don't think I could get it done in <5 weeks. One thing I could experiment with would be the camera angles, perhaps the camera would weave through the village giving a sense of flight. I suppose I could just use simple shapes for the town, but even then the time limit would be cutting close and I like to have a finished project.