Concept of the Wild Game
Overall concept
Our motivation came from the game show that we
saw on TV (have a look at the YouTube clip below.) We have to say that their game does not
have any “smart” elements add to the game as much as our game do,
nevertheless, the winning price of the game show is much more attractive
than our Jelly Beans. Hence, we have
to find a way to make our game fun and attractive.
With knowledge that we learnt from 218a, we added many gizmos to the
game such as solenoid gates and spinning motors, and reversed the design
from a hoop around the bar to a stick between the slots. I think our game is similar to the
operation game that Americans familiar with (we never knew this before,
we just learnt from our classmates and random players after we built the
game…)
Figure
1 Example of Wire game
Figure 2 Example of Operation game
Initial concept
The initial concept
(not the actual one that we built!) of this game is the wire (hence,
“wild game”) game. The entire contour was covered with
conductive wire (,which later change to a copper tape). Player will control the stick, and try not to hit the
edge of the contour.
Figure 3
Sketch of the “Wild Game”
Zone
Description
Interaction
zone
·
This zone is used for interaction
with the player, which includes
·
Instruction from the LCD
·
Coin slot
·
Choosing level of difficulty
·
Speaker
·
LCD countdown timer
Game zone
·
Consist of wire slots for the
player to use the metal stick to follow the path
Zone 1:
Resistor zone
·
Resistor zone: consist of simple
wiggle woggle path to represent the resistor
Zone 2: Op
Amps zone
·
Op Amps zone: consist of two path
to choose, one will go to +Vcc side and the other will go to GND side
·
Level of difficulty: easy for
+Vcc side and medium for GND side
·
Use solenoid to control the gate
Figure 4. A Sketch View of
Zone 2
Zone 3:218
Zone
·
218 zone: consist of numerical
shapes to represent the number 218
Zone 4:Exam
Zone
·
Exam zone: consist of two
spinning rotors
·
Level of difficulty: easy,
medium, or hard
Level of
Difficulty
|
Motor 1
|
Motor 2
|
1: Easy
|
CW, slow
|
CCW, slow
|
2
|
CCW, fast
|
CCW, fast
|
3: Medium
|
CCW, slow
|
CW, slow
|
4
|
CCW, slow
|
CW, fast
|
5: Hard
|
CW, fast
|
CCW, fast
|
Figure 5. A Sketch View of
Exam Zone
Program
Checking
·
Detecting coin
·
Detecting player demand for the
level of difficulty
·
Detecting if the stick hit the
wires
·
Detecting passing points
Responds to
the player input
·
Speed of the motors in the exam
zone
·
Show LED lights when each zone is
passed
·
Flash all LED lights when the
player complete the game
·
Giving out SWAG
Optional add
on
·
Countdown timer
·
Speaker
·
Display board, for ranking
·
Move the passing points according
to the level of difficulty
|