Maschinenspiele

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VON a NACH b
Ein Independent Study ermöglich von Professor Dennis Paul
von Philip Wagner & Malte Buttjer

Die derzeitige Situation in der Welt der Videospiele wird von Wenigen dominiert: In der Regel geistlose Spielen mit wiederkehrenden Interaktionsformen in immer gleichen Szenarien. Wir wollten Inhaltsvolles und Neuartiges in ungewöhnlichen Umgebungen erschaffen. Die Suche nach neuen Ausdrucksformen treibt uns an neue Technologien und die Vorstellung von alternativen Spielformen auf bewährten Plattformen zu erschaffen. Von Idee auf oder entlang einer Technologie, am Ende bleibt das echte Vergnügen oder die spielerische Erkenntnis.

PROTOTYP 1
A isometric real-time strategy game in a digital pre big bang world. The story stuff was getting to complex, so we cut it awayand concentrated on the gameplay itself. And even this changed a lot along the way. The process was pretty iterative, our professor Dennis Paul even called it bottom up game development. I bet he didn’t know that this term already exists, I just discovered it right now. We started with a world where you could build several buildings. We changed the behavior of the buildings constantly till we found something that was working. In the end only the land itself and one building was left. So what is the game now? I don’t know if there is a good term for it, but maybe it’s a “expand and conquer multiplayer game”. That sounds somewhat right. The game itself has a more detailed description on what you do. Being web guys, it was pretty clear that this game has to run in the browser. But we had to choose between vanilla HTML, canvas or webgl. Like the previous post stated, we settled with vanilla HTML. The node.js part was new for both of us, so choosing a new technology in the graphical part sounded after to much work. And this was a good decision, we ran almost into no problem on this side. It was fun. And hard. We started with a lot of ideas, got technical problems in the middle, which frustrated both of us a lot, we lost sight of where we are going and found a good solution in the end. I think the game is fun, even if I loose all the time against Malte.

Mehr Informationen: www.bureaubureau.de/article/prototyp1/

[youtube=https://youtu.be/25Mnafrac3M]

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STAGE II
Some weird 3D stuff

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Steamclash
Steamclash ist unser dritter und letzter Prototyp der im Verlaufe des Kurses entstanden ist. Der zweite Prototyp bestand aus vielen kleinen Versuchen, die sich leider nicht richtig entwickelt haben. Aber das war Sinn und Zweck der ganzen Sache, mal Fehler im Verlaufe eines Kursprojektes zu erlauben. Einer der Prototypen sollte ja weiter verfolgt werden, das haben wir mit Steamclash gemacht. Das ging so weit, das wir das Spiel App Store reif gebracht haben. www.steamclash.com Steamclash is a two player realtime strategy game, played via Bluetooth. You are ordered to destroy the opponents harbour and protect your own. The battlefield reaches over both your own and your opponent’s iPhone or iPod Touch. www.youtube.com/watch?v=XaSMxQKRom8 The game is programmed in Javascript and executable on every HTML5 ready system. For development purposes we simulated Bluetooth connections in a web browser via WebSockets. For iOS implementation we used a Javascript / OpenGL bridge.

More Information:www.bureaubureau.de/article/steamclash/

[youtube=https://youtu.be/XaSMxQKRom8]

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