Phantom Blasters (Working Title)
Maddie Fisher-Bernhut, Donato Liotino, Ola Soszynski
We were inspired by the classic carnival and arcade games, namely shooting galleries. We also wanted to work with the gyroscope sensor and vibration motors. We really enjoy the aspects of friendly competition between two players, and wanted to create something that celebrates that. Playing off of that, we wanted to incorporate magic and technological themes to show the competitive aspect in a literal sense. Whether this will carry through is undecided currently. We truly want to make a game people enjoy playing. Furthermore, we wanted to work off of the typical shooting-gallery type games, shown below in the first two links.
Otherwise, we also wanted to incorporate vibration sensors, by having the targets be invisible, only tracked by the vibration, in a sonar-like way, in which it becomes more intense the closer the target is. By doing this, we will be working mostly with new things, while incorporating what we already know. In our case, we also want to work off some of what Maddie did in assignment one. By doing this, we can track the players’ crosshairs with a colour tracking camera. The coding ideas are a tad more simplified, so we can focus mostly on the new sensors and
buzzers, allowing us to learn how they work. Other new aspects we are working with is loading gifs in p5.js, something Donato and Ola have n=both been unable to figure out thus far.
Research and context: