Sequence Initiated by mildmojo
THE BASICS
========
Initiate that sequence. Try it on mobile. Landscape mode, please.
Simulated control experience. Solo jam entry. Built with javascript, CraftyJS, jQuery, Underscore.js, Modernizr, and Zynga's Viewporter (which didn't work).
I've wanted to make something like this for a long time. Inspired by Steel Battalion's vertical tank startup sequence. Other influences include the Artemis starship bridge simulator and the skeuomorphtastic Spaceteam for iOS.
I ran out of time, unsurprisingly. I did manage to put together three levels that show the kind of experience I was going for. I had another 6 levels planned on paper, but getting each widget working took so long that I wasn't able to see them through.
OTHER THOUGHTS
============
I'm super-interested in second-screen gaming, where a phone or tablet acts as an additional screen for a game played on PC or consoles. Now that I have a library of these widgets, I'd like to use them to build networked control surfaces for future games. Everything's web-based, so it should run anywhere (tested on Android phones and tablets).
In my opinion, the awful Kinect Steel Battalion: Heavy Armor for Xbox 360 should've used a bring-your-own-device touchscreen, turning your tablet into the manifold switches and buttons of the original game. Microsoft has a first-party second-screen system available for Win Mobile, Android, and iOS called Smart Glass. It integrates with the 360. Skull-achingly unrealized potential, that.
No sound because my laptop has one of those awful single-shared-jack audio ports and my backup USB sound device failed to work with my microphone when I was jamming at the Run Jump Dev meetup. Alas.
ENTROPY LEVEL WALKTHROUGH
====================
I think absolutely nobody understands the third level with the "Entropy" switches, which is a design failure (and lack of playtesting) on my part. Good call, guys.
The idea is that the two switches in the left column provide "base" power, but that isn't quite enough to get the system ready for launch. The switches in the "entropy" column add a little random jitter to the power base, sometimes up, sometimes down. You just have to wait until the system has enough power to launch and hit the button while it's unlocked.
...
Thanks so much for having a look. You all are just lovely people. I can't wait to jam with you again. <3
========
Initiate that sequence. Try it on mobile. Landscape mode, please.
Simulated control experience. Solo jam entry. Built with javascript, CraftyJS, jQuery, Underscore.js, Modernizr, and Zynga's Viewporter (which didn't work).
I've wanted to make something like this for a long time. Inspired by Steel Battalion's vertical tank startup sequence. Other influences include the Artemis starship bridge simulator and the skeuomorphtastic Spaceteam for iOS.
I ran out of time, unsurprisingly. I did manage to put together three levels that show the kind of experience I was going for. I had another 6 levels planned on paper, but getting each widget working took so long that I wasn't able to see them through.
OTHER THOUGHTS
============
I'm super-interested in second-screen gaming, where a phone or tablet acts as an additional screen for a game played on PC or consoles. Now that I have a library of these widgets, I'd like to use them to build networked control surfaces for future games. Everything's web-based, so it should run anywhere (tested on Android phones and tablets).
In my opinion, the awful Kinect Steel Battalion: Heavy Armor for Xbox 360 should've used a bring-your-own-device touchscreen, turning your tablet into the manifold switches and buttons of the original game. Microsoft has a first-party second-screen system available for Win Mobile, Android, and iOS called Smart Glass. It integrates with the 360. Skull-achingly unrealized potential, that.
No sound because my laptop has one of those awful single-shared-jack audio ports and my backup USB sound device failed to work with my microphone when I was jamming at the Run Jump Dev meetup. Alas.
ENTROPY LEVEL WALKTHROUGH
====================
I think absolutely nobody understands the third level with the "Entropy" switches, which is a design failure (and lack of playtesting) on my part. Good call, guys.
The idea is that the two switches in the left column provide "base" power, but that isn't quite enough to get the system ready for launch. The switches in the "entropy" column add a little random jitter to the power base, sometimes up, sometimes down. You just have to wait until the system has enough power to launch and hit the button while it's unlocked.
...
Thanks so much for having a look. You all are just lovely people. I can't wait to jam with you again. <3
| Web (HTML5) | http://mildmojo.github.com/sequence-initiated/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=6748 |
Ratings
| Coolness | 80% | 2 |
| Overall(Jam) | 2.70 | 439 |
| Fun(Jam) | 2.18 | 498 |
| Graphics(Jam) | 2.84 | 372 |
| Humor(Jam) | 2.11 | 278 |
| Innovation(Jam) | 3.18 | 210 |
| Mood(Jam) | 2.40 | 437 |
| Theme(Jam) | 3.31 | 255 |
Nicely done!
Now that I've had a chance to breathe, you all are entirely right about that third level. Opaque as all get out. I handed the thing around to meatspace folks on a tablet, and it was not intuitive to anyone. Fail. Description updated.
I did realize ex post facto that I made enough of the widgets to throw together a few more levels I'd paper-prototyped, so I'm going to try to put up a second post-compo version this weekend with more content.
@rwos: You didn't miss anything. It's supposed to be an abstract control experience, akin to sitting down at a Star Trek LCARS interface or Steel Battalion or Artemis, where there's an action sequence you have to devise to prep the system for launch. My intent was to create levels that don't boil down to "try all the combinations", but to give actions visible feedback so players could take an observation-driven path through the sequence.
@Jiddo: Yeah, I realized too late that every level was just "flip every switch". Heh. I build the middle level first, then the intro level, then the bad level last. I thought it would be the easiest of my sketched-out levels to build, but it was totally flawed.
Add a few more types of interactions and you could have something like Spaceteam's visceral interactions.
Thanks for the feedback on my entry. I'm clueless about Linux deploy so those comments are helpful for the future.
As for the player introduction to controls & the confusion over how to change the light colors I'm curious what wasn't clear about the controls introduced on the RED stage?
When you pick up the red bulb two large arrows appear on the bottom of the screen & the orb before the player lights red. The arrows don't disappear until the player presses up & down, changing the color from the beginning white to red & back again.
This seems clear to many players.
If you have any suggestion on how to make this even more apparent to the player, I would welcome it.
Thanks again.
basically my suggestion it would be to make more levels :x