24 January, 2014.
Ethereal Overlay Angelbert Abundo Justin Loranger-Ahluwalia Michael Hardie Dylan Wallace IMD 3109 James Acres
1.0 Architecture
Notes The Start button allows the user to go back at any point and pauses the game.
2.0 Wireframes 2.1 Main Menu
Notes Scan scans the surface the game will be projected on. Play starts the game. Settings enters the settings menu to adjust aspects of the game. Exit quits the game.
2.0 Wireframes 2.2 Settings
Notes Volume adjusts the overall volume of the game. Controls allows you to view the phone control scheme for the game type. Game Settings enters a menu where the users can adjust the game mechanics.
2.0 Wireframes 2.3 Controls
Notes The Controls screen is a projected visualization of the controls as they appear on the mobile device. The mobile screen will be identical to the contents of the box underneath the word “Controls.� The Start triangle area acts as a back, or negative button. When playing the game, touching anywhere in the triangle will pause the game. In the menus, pressing in the triangle brings the user back to the previous menu. Pressing in the Move half of the screen creates a joystick at the position of the finger. Dragging in any direction will move the player character in that direction, and the joystick will represent the direction. In the menus, it directs selection of the buttons. In the game, pressing in the Shoot half of the screen will fire a shot in the direction the player character is facing. In the menus, this activates the button.
2.0 Wireframes 2.4 Game Settings
Notes Lives allows the users to scroll through the number of lives per player for the round. Time increases or decreases the time limit for the round. Win Condition alters the event that causes the end of a game. Examples include reaching a specific number of kills in a shooter or laps in a racing game.
2.0 Wireframes 2.5 Pregame Screen
Notes By scrolling through the Game Type, the user can cycle through the different game modes. The game mode in this example is Space Shooter. Time increases or decreases the time limit for the round. Win Condition alters the event that causes the end of a game. Examples include reaching a specific number of kills in a shooter or laps in a racing game.
2.0 Wireframes 2.6 Game Pause
Notes The Player Settings allows the user to return to the Pregame screen to change their name or ship avatar. Rescan and Restart checks the whiteboard and regenerates. Main Menu returns to the Main Menu screen.
2.0 Wireframes 2.7 Game
Notes The Player Information shows the player name and the amount of lives remaining. If the player has no lives, they are shown as dead. The Obstacles are solid objects that the player collides with, and are generated on top of the drawing on the board. Solid shapes are filled in, and unconnected lines are treated as thin walls. The Player Character is the spaceship that the player has chosen to represent themselves in the Pregame screen. The colour isn’t selectable, and is constant for each player, such as blue for player 2, “Josef Jørgensen”.
3.0 Hardware and Setup Diagrams 3.1 User Perspective
Setup A user draws a level to their preference on the whiteboard (the Gameplay Surface) and connects to the computer through a mobile app that acts as the control system. The Camera takes a picture of the surface that will be processed to create the level. The computer generates solid objects if there are completed shapes in the drawing, and thin walls for the lines that do not form shapes. At this point, up to four people will be able to join the lobby for the game on their devices, using the same app. The Projector then overlays the level on top of the user created drawing, and projects the gameplay as the user interacts with the computer.
3.0 Hardware and Setup Diagrams 3.2 Input View
Setup The setup for the input is a PlayStation速 Eye camera connected to a computer with a USB cable. The users are able to wirelessly connect to the computer through the mobile application on their devices, and will control the program using the interface in the app. At least one person is required to navigate the menus and set up the game.
3.0 Hardware and Setup Diagrams 3.3 Output View
Setup The recommended distance for the input area is approximately 250 cm, though the level generator will be compatible with variations in that distance. The recommended distance for the output is 400cm. The distance from the game surface can vary, but the distance between the projector and the camera is less flexible.
4.0 Design Compositions 4.1 Main Menu
Scan Play Settings Exit
4.0 Design Compositions 4.2 Game