The IOCT Masters Showcase Event at The Phoenix on Friday, 25th of July 2008 offered an opportunity to demonstrate the game and get feedback from players.
Feedback was extremely positive, with people staying to play the game for a while. Comments suggested that the game was interesting to play and once you had started playing you didn’t want to stop, and also suggested it would be better to play the game on a faster computer in order for the game to run slightly smoother. This is an issue I was already aware of and was just demonstrating the game on the laptop I have been using to code it on. Ideally, I would have demonstrated the game on a desktop computer, however, I did not have access to one during the event.
Other comments suggested that people liked the design of the bricks in the different levels, as I had created posters to show print screens of the different levels. People were keen to play the game and interested in how the object detection worked, asking about how the movement of the AIBO ball (used as I only had a limited space in which to demonstrate my work) controlled the paddle on the screen.
IOCT Masters in Creative Technogies
Major Project
An augmented reality game based on "Breakout"
Showing posts with label AIBO ball. Show all posts
Showing posts with label AIBO ball. Show all posts
Wednesday, 30 July 2008
Testing
Labels:
AIBO ball,
brick design,
design ideas,
feedback,
game,
image processing,
level,
paddle,
players,
playing,
testing
Thursday, 24 July 2008
Gym ball
The larger gym ball will be used for the game, as planned, as I believe it offers the player a more interesting gaming experience than playing with the AIBO ball. Playing with the larger ball requires the player to stand further from the screen on which the game is displayed and in turn offers the opportunity to include more players at one time as the ball can be moved anywhere within the cameras viewing range.
Labels:
AIBO ball,
code,
development,
game,
gym ball,
hue,
players,
saturation
Tuesday, 10 June 2008
Image Processing
I've started to code the game by working on the image processing needed to capture the video signal from the web-cam, turning this into a binary Hue and Saturation image and also creating a flipped copy of the video image in it's original state.
The binary image is used to calculate the weighted-centroid of the bright pink colour of an AIBO ball. The AIBO ball is being used during development, whilst I wait for the larger pink gym ball to arrive.
The copy of the video image has been flipped and will used as the background for the game board, so that players can see themselves, as well as the gym ball. The players will be able to see that the way in which they move the gym ball has an effect on the paddle used in the game.
The binary image is used to calculate the weighted-centroid of the bright pink colour of an AIBO ball. The AIBO ball is being used during development, whilst I wait for the larger pink gym ball to arrive.
The copy of the video image has been flipped and will used as the background for the game board, so that players can see themselves, as well as the gym ball. The players will be able to see that the way in which they move the gym ball has an effect on the paddle used in the game.
Labels:
AIBO ball,
binary,
code,
development,
game,
game board,
gym ball,
hue,
image processing,
paddle,
saturation,
video,
web-cam,
weighted-centroid
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