Play it right now! http://marsendeavour.com
Winner of the Toronto Space Apps
Winner of the Kennedy Space Center “Mars Lava Tubes” Challenge
Top 5 finalist for the Global Space Apps – Best Mission Concept category
Well the NASA International Space Apps Challenge is back for 2015 and this time we headed up to Toronto. And guess what kids, we took home the global nomination again for another video game, The Mars Endeavour. It was a built from scratch project that we did from Friday night til Sunday afternoon. This time we decided to do something with an RTS style to it, something I’ve never done before.
The challenge posed by NASA is about Mars Lava Tubes, which I won’t get into, but you can read all about the challenge proposal here, https://2015.spaceappschallenge.org/challenge/survivor-mars-lava-tubes/
Pics from the Toronto Space Apps regional nomination
Our game is up and running either in your browser or downloadable for cross platform at http://marsendeavour.com
You can also check out our Space Apps project page for more details: https://2015.spaceappschallenge.org/project/the-mars-endeavour/
The game revolves around sustaining a mars colony on the surface and navigating miner robots both above and below ground. You basically collect and expel resources while you survive and defend/repair from perils (Dust storms, meteorite showers, solar flares). The game also has a pseudo-radom arrangement of lava tube configuration and location.
It’s a pretty good start but still needs massive testing and input into it’s resources and economy system. The ground work is there for consumption, accumulation, refining, upgrading, achievements, hazards, etc. But rules have to be better defined, which will take some considerable testing I’m coming to find.
We hope to expand on the feature set as well. Part of the challenge’s proposal was underground colonies, which we didn’t do at all. The feature set for a hackathon game is pretty decent and although our ambitions were grand, we were instead able to put out a great game by sticking with realistic goals.
I recently published the first public release of a new game, “Short Range Sensors” for the 2015 BlackBerry Employee Hackathon. I’m really happy with the progress I was able to make. We had a weekend to prototype an idea, then a few weeks to refine the idea for final submission. I got far more features implemented in time than I thought I could, and the quality is better than I had expected too.
Here’s a video of my submission:
The theme was “Most Screens, Least Effort”, so I figured I’d take the time to learn how to do multi-screen/device right. This is important considering my main focuses are VR and mobile, which couldn’t be more different in execution.
For example, in mobile I’m most likely going to want a UI that is relative to the screen. However in VR you need a UI that’s relative to the world(represented as an object in world space).
Another issue is handling UI positioning and size (think text size) cross-platform with a large swing in pixel density and aspect ratios. For UI layout I found that the new UI canvas as of Unity 4.6 was a great improvement over the past GUI implementation. I was able to configure text/button/image size and positioning all through the editor, no code. And on execution it properly positioned itself on the fly.
Lastly for touch controls, I used an open-source plugin, CN Controls, found in the Unity asset store. CN Controls supports relative units of scale. So once again I was able to accommodate any resolution without having to do any coding.
It is a fully responsive UI that plays well on any screen size and aspect ratio, across mobile and PC, using one code base. It also supports game pads, keyboard, mouse, touch. VR support is being worked on.
The goal is to only maintain one code base for all supported platforms and options. For VR, one part of the implementation will include detection of either a Rift device or cardboard NFC tag, and toggle the VR camera and settings accordingly.
I’m also interested in targeting consoles and I’m choosing the Ouya first due to it’s low bar of entry in porting (it’s android) and distribution. An interesting challenge for consoles will once again be with scaling. In this case to ensure it looks good for a “10-foot experience”.
You can view the slide deck I presented at the hackathon here, http://slides.com/ssshake/deck/#/
The game is currently available in BlackBerry App World and Google Play. PC and VR will be posted shortly. You can download a decent early build here for Android / BlackBerry https://app.box.com/s/flv437udjzhlqp6nuwpvt1zjvjfd7sh0
I attended and lost 🙂 the MS Kinect hackathon this past summer. I did a VR version of Bricktastic that used your hands to control the game paddle. It looks like a friend and I were included in a video they put together
Yours truly @2:47
Play it right now! http://rockslasersprofit.com/
Super happy, over an exhausting 30 hours straight we (4) came out victorious winning first place in the Waterloo Regional NASA Space Apps Challenge, for our educational game, Rocks, Lasers, Profit!
We’re now moving on to the finals against even tougher competition. You can check out the current build on Github, but it needs a lot of bug fixing and feature enhancements before it’s ready for prime time.
Nationally we were finalists (top 5) for two categories, Best Use of Data and Asteroid Prospector (of which there 22 games submitted around the world for this category). We won first place for Asteroid Prospector and were beat out by a team in Toronto, Ontario (we’re in Waterloo, Ontario) for Best Use of Data. As our prize we were invited to watch the inaugural test launch of the Orion deep space craft https://blogs.nasa.gov/orion/2014/11/14/orion-flight-test-the-basics/!
Although it would have been really cool to win 2 of the 8 categories, I’m happy that we lost to a fellow Canadian team and that Canada took home two of the prizes as the vast majority of the competition were based out of the United States. I’m also happy that we were able to win it for Waterloo because this is the first time Waterloo was in the competition. Lastly I think it’s pretty cool that a video game was a finalist in the first place for Best Use of Data.
You can see youtube videos of all of the submissions in the Asteroid Prospector category here, https://www.youtube.com/playlist?list=PLnD73N1pmY1TGF6JwvnX9fI6MW4UDD4Do
You can find out more, download or play the game right in your browser at, http://rockslasersprofit.com/
You can see more of the 2014 NASA Space Apps Challenge at these links.
I’ve implemented a long over due power up system that I’ll be releasing soon!
Update: I ended up winning first place in the games category for this contest, which is especially awesome because this is the first game that I’ve officially published. Thrilled.
Here’s the official release of Bricktastic for a game competition. It’s a full start to finish game with more features to come and more work to do.
Good News! I ported the game to VR for Oculus and Cardboard. You can find it in Google Play and Oculus Share.
Demonstrating the game in VR at the University of Waterloo Game Jam
You can download it directly here or find it in BlackBerry App World or Google Play
I appreciate feedback and bug reports.
I’m currently chasing a real nasty bug where the ball/paddle colliders get stuck in a “death loop”, it occurs rarely and I can’t seem to identify why it’s happening in the code. Very hard to reproduce.
Brick tastic is now public as of v0.9.4.
Thanks for all the feedback so far. A lot of it was a great help. I have a new version up, and I didn’t address all of your concerns in time, but it’s in the works.
I’ve added a title screen seen in this video. It’s changed since, but I’m pretty happy with how good it looks for how little I had to do. I mean, I spent 6 hours tweaking it, but it’s basically looked the way it did from the start.
Issues Fixed/New Features:
-Added main menu(most functions dont do anything)
-Changed ball color to be more easily visible
-Disabled rotation on the ball
-Changed lighting for paddle
-Added sparks to the ball for better visual queue
-Added onscreen debugging/console
-New brick animations
-New brick model with smoother edges.
-Added logic to prevent the ball from endlessly bouncing at boring angles. 10 bounces at less than a 10 degree change invokes a nudge.
-Highscore and Help menus drift because I’m animating them poorly
-OSD is fake
-Colliders of wall drift over time. I know why I just have to rewrite the part. So as you progress in the game, the greater chance you’ll lose your ball off the playing field.
-Completely broke lighting effects in levels. Bricks and ball should reflect colors on walls
-Bad Bounces between levels sometimes
-Persistent sound options
-Graceful New/Continue game animation and death animation
-Bonus level to gain lives
-Power ups, time permitting for contest.
“Disco con Tutti” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
Millennium Fountain Bricks – Photo by Annette Gendler, http://www.annettegendler.com/p/about.html