3rd year team project ideas

From DIT Experimental Gaming Group

Jump to: navigation, search

3rd Year Team Project Ideas

Tile Flipping Language Game

We have generated a collection of art, audio and dialogue assets in French, German, Italian, Spanish and English as part of the MLPSI project. You can see a video of the completed games on the [home page]. This includes thousands of hand drawn images, recordings and Vocabulary Banks in each of the 5 languages. The aim of this project is to develop a multi-language word memory game using these assets. The game world is a grid of tiles with a pictures behind some of the tiles and matching words in each of the languages behind some of the tiles. The aim if the game is to match the picture to the words. The team is required to produce a game concept document, a game design document and then develop the game to fit into the MLPSI game framework in XNA. If the game is successful there is possibility of it being used in primary schools.

Notorious

From Mark Dunne:

The game play will revolve around the user playing notes on the Sound Bar (music notes obviously), each unique note will have a unique shape wrapped around it and in the center of the shape will be the sheet music symbol that represents the note being played. The idea of using geometric shapes and the sheet music symbol is so the user can link the shapes with the musical note. (Eventually as the game progresses the shapes may even disappear and the sheet music symbol may only remain. This would be a very advanced level and this is where we can then teach pieces of music to the user.) The colour of each note will vary on the pitch it is being played at, so a colour scale of blue for low pitch frequencies to red for high pitch frequencies might work. There could also be variations on that too like the shape may vibrate, stretch or skew to indicate that the note is being played with a quiver, shake or varying pitch (not sure of technical wording for all these musical things).

So as the game progresses notes fitting into the description outlined above will appear on the left hand side of the screen, the note the user is making will appear on the right hand side of the screen. If the the user's hands are not in the sound bar's field of vision (FOV), there will be no note on the right side of the screen. The user will have to put there hands into the sound bar FOV and try replicate the note been played on the left hand side of the screen. These notes are generated by the computer and will start off basic and move into more advanced variations as the user progresses. Points will be scored on how fast they find and hit the note and how well they held the note for the given period of time. The points system may only be that the user gets a point for each note played and progresses onto the next. Obviously as the game progresses the levels of accuracy required will increase and one would expect that user would become better with experience.

As this game would be mostly for disabled children/adults mostly, there could be some sort of machine learning algorithm in there to analyse the user performance and their performance measure would indicate the level of hardness and accuracy required to progress onto new notes. This would level the playing field so the speak, scoring would remain the same for everyone, regardless of their abilities or disabilities. I see this scoring system as key to making the game a success, it would mean an able bodied person could compete with a disabled person and they both would score in a similar range. There would be no easy, medium or hard settings.

There could be even a potential for a Wii game, where we could replicate the sound bar using two WiiMotes

Personal tools