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Week 4: Playtest feedback

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Week 4: Play-test Feedback Tested Puzzle - File#13 Jigsaw Puzzle Common Questions: Will this puzzle use the name of player for better immersion? If so, how to achieve that technically?  Average Times taken to solve the puzzle: 4 mins. Game Master Script: Now that you have completed several tasks given by the professor. But he didn't tell you where to archive these files. When you pullet out the cabinet to try putting them in place, and found this:  You found the sticker underneath seems like your name. Driven by curiosity, you peeled off the sticker above it, and it indeed is your name. But the folder was empty. You recalled that the trashcan in professor's office usually has shredded paper in it. You were so eager to know why is your name appeared in the cabinet of experiment journals, that you decided to take a chance and discover the trashcan. As expected, there were pieces of papers in the trashcan... After finishing the puzzle - You were...

Week2: Prototype Puzzles - Compartmentalization

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For this week's assignment, my task was to design a prototype puzzle that involves compartmentalization elements. This puzzle requires players (at least two) to compartmentalize their surroundings to solve most efficiently, though one player can solve the puzzle anyway. Setting: Two players were locked in the lab triggered by unauthorized intrusion of a protected container (safe? drawer?). This puzzle is one of the alternative ways to get out. On the wall outside of the professor’s office, there is an emergency evacuation map. On the map, the players can find out where are the two doors that locked them in this floor. But as stated above, these locks are triggered by an electrical alarm system around the safe. And this trigger-lock system is modded by the professor himself. On the map, there was this electrical room where all the maintenance happens. (Just any room, I haven't decided yet at this stage) On the professor’s desk, There is a calendar where the profess...

Melody Project: Synth Space Odyssey

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Synth Space Odyssey https://editor.p5js.org/roger1mjh/sketches/ME3C2-2f Inspiration So the inspiration of this game is from a classical arcade game Raiden. Our idea was to make a replica of this game in P5 with melody elements. Live Demo https://www.youtube.com/watch?v=7iDwR3JnPcI&feature=youtu.be Description Originally, we wanted something more absurd - a noisy baby killer game with same mechanics. A baby crawling on the street use loud cries to eliminate every obstacles on the way. We even designed sound and animation for it and plan to use sampler to generate crying sound at different pitch. Sadly, the generated pitch are terrible, and we eventually returned back to the safe choice - midi synth. Since sounds of midi synth do not make sense to the crying baby theme, we returned to spaceship and asteroids. Overflow First of all, we had the trigger attack and release function tied to mousePressed function. Then, we map the frequency with mouseX. After that, ...

A12: Three Design Ideas for Melody

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1. Skiing Game I was inspired by those classic 2D skiing and mountain motorcycle games. The player control the balance of the character to ski through the "mountains"(melody wave). 2. Pottery Wave Maker The user make potteries and place them in sequence. The camera or lidar scan the shape of the potteries and make a music based on them. 3. Flies An interactive melody game. Two flies fly side by side simultaneously, each represent a melody that are similar to each other. After listening to the original melody once, the user will be asked to choose which one of the two flies represent the right melody.

A11: Nobody's Fault but Mine

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A11: Nobody's Fault but Mine Drawing of Melody The Song I picked is Nobody's Fault But Mine by Led Zeppelin. Four different colors represent the four main riffs of this song. The spray paint has nothing to do with melody, I just thought it fits the distortion and drums quite well. Link to the song: https://youtu.be/gqQelCIGYMI Riff 1: 0:00-0:24 Riff 2: 1:08-1:40 RIff 3: 3:00-3:30 Riff 4: 4:06-4:20

Clap Beats

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A10. Clap Beats Jianhao Ma, Shihao (Tiger) Zhang Links: https://editor.p5js.org/roger1mjh/sketches/rJMbn4UG Video Demo: Inspiration: Originally, we were thinking about using poseNet and camera to make a gesture interactive random beats generator with Markov Chains. However, we thought that almost every IMA student knows how to do gesture control in P5, and we have done similar projects before. Therefore, we switched to sound control. The idea is: the tempo of the beat is determined by the frequency users clap their hands.  Design Decisions: The music style we aimed for is Lo-Fi. At first, I imported 26 tracks of samples and categorized them into five arrays. We tried to incorporate some visual designs like changing colors and shapes based on the last track played and the array it belongs to. Sadly, Shihao was sick when we moved on to that part so we just left it as future works. How does it work? So the core part of the project is to measure the tempo of user...

A9 - Draw my Drum Machine

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My Box Sequencer and Circle Visualization A Dumb GIF illustration: I just followed the steps we learned in class and stylized the box sequencer a little bit by shrinking the size, add strokes, and changing colors. Those were the easy part. Then I recalled that Luisa encouraged me to try making a circular sequencer with arc(x,y,w,h,start,stop). I felt confident about it because I've used arc several times in P5. However, when I actually coded it, I found it's more complicated than I thought.  The first difficulty assigning orders. At first the bigger arc overlapped the smaller ones and hided them underneath. I fixed that through changing the w and h from adding up to decreasing down.  The second challenge was the mousePressed function. It's doing not simple math with mouseX, mouseY, and w anymore. In order to make it work, I have to create a class of arcs and assign the arcs that represent each drum note to objects of that class. It's too much labor to do ...