Flatland ARG!!!

Blog

This is our development blog. Here you can see the long hard road that we traveled on our way to ARRTS Game Greatness.

Soldering LED targets

We need to make more LED targets now that we switched to color LEDs


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Balloon Launch -1-


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IR Diffusion Screens

AKA Ping Pong balls


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Getting ready

Filled up the balling for the first time. Only air for now to make sure there are no leaks. Next Tuesday will be helium outdoors!


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Camera Vision

Overview Camera vision for player tracking can be implemented by using IR Leds mounted on each player’s scepter. Every cycle the game server will power each players IR LED one at a time and take note of the position on the WiiRemote’s video feed. For 6 players at 30fps, this would refresh player positions at […]


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Crazy Bug


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Early Field Playtest

In this video we’re testing a few different things at once: Color based camera vision for position tracking Rectifying coordinates in skewed camera angles An attack concept You can see in the birds eye view a video feed with a bunch of dots overlaid on top. Blue boxes are color blobs. Green dots are the […]


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WiiMote Research

Size of soccer field: 5,486.4 X 3,657.6 cm Horizontal FOV of WiiMote is 20° The result of tan(radians(20))=0.36397 Calculate distance of WiiMote based on camera’s field of view (based on this page: http://www.wiimoteproject.com/wiimote-whiteboard/wiimote-camera-angles/) (5486.4/2)/0.36397 = 7536.88cm = 247.27ft (this is how far above a soccer field the WiiMote would have to be to capture the […]


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Position Tracking Test

An early test using camera vision for player position tracking. In this version we look for blobs of color and locate the player at the average postion of the blob. This requires that each player wear a different color, and that the scepter that their using is assigned to the color that they are wearing. […]


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The Main Loop and the Network

The network The network works in this way: the server network object contains a list of sockets, each socket representing one unique client and a global send variable. Each socket also has a local “must send” variable representing all data that MUST be sent. The global send variable is used to update game state messages […]


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