Flatland ARG!!!

Blog

Research Progress Report

Core team: Eddo Stern, David Elliot, Peter Lu Additional contributors: Andres Colubri, Jessica Hutchins, Bruce Evens
Overview

We are working on a new kind of augmented reality field sport based on Edward Abbot’s novel Flatland.

The gameplay is similar to aspects of flashlight tag, capture the flag and Stratego. The game is played on a standard sized Soccer or Football field. There are two teams, each team has 5 players. There is a fixed time limit and the winning team is whichever team has the most points at the end of the allocated time. GAme duration is flexible but we are looking at 10-30 minute range for each match with breaks in between.

Each player uses a cast scepter equipped with a Nokia N810 and custom electronics. Each player refers to the tablet screen and speakers on their scepter for feedback on their performance in the game. During the game each team must come up with a strategy for the best use of their time. Activities can include building up points and/or diminishing the opposing teams points using a range of game actions including revealing invisible structures and players, building structures, transporting resources, attacking structures, and attacking players. These activities require synchronized group “rituals” involving player positions and gesture patterns using the game scepter.

The core of the software is built with Python (and PyGame libraries), additional software has been developed with Java and Processing. Each player’s tablet is running client software that is updated/coordinated by a central game server. Additional hardware is built around the Arduino microcontroller.
Player Positioning Technology rationale

Various phases of research were conducted on the best system to implement for player position tracking, including

* Using the built in GPS on the tablet. Proved highly unreliable and inappropriate for the physical scale of the playing field, also resolution was too low for the gameplay mechanics.
* Adding an external GPS unit. Not cost efficient. Not scalable, as we would need to multiply this hardware for each player
* Adding an external digital compass and accelerometer to approximate position. Not cost efficient. Unreliable over time as the game last longer, would need to implement additional correction measures
* We settled on a custom written color tracking system using a tethered weather balloon. proves to be cost efficient, scalable (# of players), accurate, deployable, adds a physical element that fits in very well with the overall game aesthetics of pageantry and humor.

Features Completed

* Player position tracking using image processing
* Game engine / graphical user interface
* USB communication with microcontroller / accelerometers
* physical gesture system
* Wi/Fi networking between multiple tablets and central game server

Features currently under development

* Refining final gameplay / play testing
* Deployable positioning tracking – using tethered balloon and mobile server and camera
* Scepter / tablet + electronics housing
* Player costumes
* group gesture mechanics