A collection of creative projects and random musings.
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Here's a space based RTS game that uses vector graphics and some interesting choices. It's made by a friend of mine and will launch on kickstarter soon.
Group 5 Chris Wootton Alexander Elkins Spencer Perry Ian Davidson For this design sprint, we created a game in Unity in which the player controls a skeeball and guides it towards some floating targets. The difficulty stems from the need for momentum, control of speed and direction prove crucial to getting through the target rings. VIDEO DEMO: As computer science students we are primarily taught skills in and around programming. Throughout classes we have been introduced and expected to do some design work before going ahead and implementing code. With that being said, the process we go through for each design sprint allows us to spend more time discussing how exactly we want our project to go. This means we had time to learn the Unity game engine, and listening to lectures on the characteristics of a simple interactive game before starting to work on our project. If the game we created had been made without the context of this class, where ...
Chris Wootton 385 Final Portfolio Project Introduction This project is to explore and create a piece of software focused on fun. This video game is made in the Unity Game Development engine in order to rapidly iterate new ideas for testing. The game, titled "Be The Ball" centers around directly controlling a bouncy ball into target areas. I was directly i nspired by arcade skeeball, the popular video game "Marble Madness", and direct feedback from my own children on what physical toys they like to play with most. First Iteration Video Demo: It was a bit of a challenge learning unity from scratch, but over time I would learn more and more techniques for getting the game to behave the way I intended. Physical Prototype Revisions and additions (the orange pad is extra bouncy!) were made. Contextual Inquiry A big part of my design was fine-tuning the physics elements of gravity, bounciness, and top speed of the ball...
Where We Started We had a crowd-sourcing idea about how to give users the ability to have an impact on an AI portion of a video game. The part of the game we wanted to focus on was computer assistants or other non-player controlled characters to have growth with feedback from users and data mining. Ideas about having a BuddyBot AI while playing online multiplayer Battle Royal games (like PUBG) to help the users fill extra slots on their teams with a teammate that wasn’t just a worthless meat shield. With observing play styles and having user feedback in the form of surveys, updates to the BuddyBot system will advance the program to a threshold that users will accept that the BuddyBot is just like inviting your friend to play. Future Ideas Taking BuddyBot from the multiplayer experience and into single player games that have companions while adventuring will also improve user experience. With many people playing the games and crowd-sourcing information to nit pick the feat...
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