I did the following:
- Designed and developed the iPhone website for the project
- Compressed two of the three videos to be compatible with the iPhone video player
- Created riddles for two locations
Considering I was originally going to do something a lot more ambitious, then switched halfway through to work with Ben and Laura (not really my choice) and still came up with a pretty cool iPhone site, I'd say I deserve an A, if only because I know it's going to be mixed in with your own tally.
Tuesday, November 11, 2008
Wednesday, October 15, 2008
Locative Role-Playing Game
A locative role-playing game works very similarly to current console games of the Role-Playing genre, except that the game's world map is, in fact, a real-world location. Because of this critical difference, an entire new level of interaction will be integrated into the core mechanics of the game.
A player will be tracked by the system in real-time by GPS, which will simultaneously move them in the game world and the physical world. There will be a geocache for each item players can find and input codes for--the system will keep track of who is in possession of each item, and each item will give the player's character enhanced in-game abilities or add special effects.
If players are within a certain proximity of each other, they may choose to "battle" each other, in which case they will play a more active version of the traditional turn-based battle system, which will also prompt that the players interact with the real-world environment as part of the battle.
There will also be computer-controlled 'monsters' which will be presented at random in certain regions of the playing field space, which will be encountered much the same way a player encounters other real players.
A basic story can be implemented to add interest, which will be similar to the way stories are presented in most MMORPGs (Massive Multiplayer Online Games).
A player will be tracked by the system in real-time by GPS, which will simultaneously move them in the game world and the physical world. There will be a geocache for each item players can find and input codes for--the system will keep track of who is in possession of each item, and each item will give the player's character enhanced in-game abilities or add special effects.
If players are within a certain proximity of each other, they may choose to "battle" each other, in which case they will play a more active version of the traditional turn-based battle system, which will also prompt that the players interact with the real-world environment as part of the battle.
There will also be computer-controlled 'monsters' which will be presented at random in certain regions of the playing field space, which will be encountered much the same way a player encounters other real players.
A basic story can be implemented to add interest, which will be similar to the way stories are presented in most MMORPGs (Massive Multiplayer Online Games).
Monday, October 13, 2008
Sunday, October 12, 2008
Meander
THE RULES
1. Walk straight
2. If something red passes by, follow it.
3. Do not make 180-degree turns
4. Turn left after three stop signs or traffic signals, or if you reach a dead end
THE MAP
View Larger Map
1. Walk straight
2. If something red passes by, follow it.
3. Do not make 180-degree turns
4. Turn left after three stop signs or traffic signals, or if you reach a dead end
THE MAP
View Larger Map
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