Posts Tagged ‘ Concepts

Concept: Speed Racer

Game Description

A simple racing game in which the user competes against their previous performances. The user primarily controls the speed of the car in order to successfully navigate around a predetermined racetrack. Going too fast at a corner results in the car spinning off the track and time penalty.

If multiple users use the game then the best performance is used to provide the ghost performance. The ghost performance acts as a npc (none player character) for the user to race against. Read more

Project Meeting Outcomes for the 17th

Andy has provided me with the following outcomes from yesterdays meeting. Please take a look and provide any additional comment if necessary:

Calibration Data Capture: Can the data from the calibration game be stored like the game results – to allow the user to assess improvement in their mobility stats over time. This is analogous to a ‘body test’ on Wii Fit. Data required for this is (as we have I believe) rotation min, rotation max, pinch min, pinch max, reach (z position) min and max, along with position x and y min and max.

As an idea maybe this could display original (first calibration results), previous (last calibration results) and current data (this set of calibration results) for comparison after the user finishes the calibration ‘game’?

Workshops: It was agreed that we would do some workshops at both Mansfield and City Hospital – to get feedback on system iterations from patients/physios whilst in development. This will be starting with one in Mansfield in mid-late July.

Glove: All agreed that a rechargeable glove would be useful but were otherwise happy with the current design.

Games: It was confirmed that the requirement for final delivery is 3 games and a calibration game.

BallGrab Game: Now ‘Bubble Popper’ –which emerged from a brief brainstorming exercise at the meeting. Concept: Bubbles (of the same size – to aid in depth judgment) appear in the 3D game environment (one at a time). The user has to reach out and grab them gently. (this means pinch to the correct amount – not too much or bubble will pop) they then drag the bubble to a ‘pin’ object at the front of the play volume and ‘pop’ the bubble on it. Aim of this game is to exercise the arm in reach and grab scenarios.

This is the vague concept, which seems to work ok. Harder levels could involve the bubbles getting smaller, or further away increasing pinch and reach exercises respectively. I’m sure we can nail this concept down with a brief chat.

Deadline: Final version after workshop iterations to be delivered for 1st September.

Wii Glove Environment Prototype One

Here is another quick video, this time detailing collision events and pinching within the XNA environment:

Space Game video on the way

Archery Game Prototype One

At Louise’s request here is a quick demo of an early prototype of the Archery game concept inspired by Wii Sprts Resort.

The game uses WiiGlove P1.2 and the XNA game development framework.

Christmas Review

In our last couple of meetings we reviewed the current game implementations and developed the following additional requirements/components: 

  1. Merging of the games into a singular package for deployment.
    • Currently each is stand alone
  2.  Definition of the Calibration interactions (game 3) to reflect a similar approach as used in WiiFit detailing. These interactions will also enable a wider range of users to utilize the games: Read more

Ship Game Concept

Description of User Movement

In this concept the Users hand represents a ship moving in 3D space. As the user moves their hand in the XY planes the ship responds accordingly. Rotation of the hand is also used to bank the ship. 

Movement in the Z plane or extension/contraction of the finger span can be used to control ship speed depending upon user ability. Read more

Balloon Grap Concept

Description of User Movement

The user has to move the hand in the X and Y plane to line up with a moving object. The user then has to grab the object via movement in the Z plane and a corresponding pinch action of the correct span to encase the object. Read more

Peg Test Concept

Description of User Movement

The user has to move the hand in the X and Y plane to line up with a peg. The user then has to move in the Z plane and use a pinching action to grab the peg. The user then has to move in the XY planes in order to reposition the peg in a desired location.

Placement is derived via the release of the pinch action. Read more

Archery Game Concept

I thought it would be a good idea to get a version of the Games Concepts up on line, so here is the first one:

Description of User Movement

User moves hand forward and then uses a pinching action to load an arrow. Force is applied to the arrow either by moving the hand backwards or via the period the pinch is held depending upon the user’s ability.

Once primed, the arrow can be aimed at the target via movement in the X and Y planes. The arrow is fired via the releasing of the pinch. Read more