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iOS Project Log 1

This semester, Spring 2016, I am taking my 3rd class in iOS/Swift programming. We are required to work on 2 major projects.

The first is a group project, which I am working on with an awesome placid dinosaur, and the second is a personal project. I may post about the group project in the future, but I primarily want to document my journey/process/random flailing for the personal project.

Both projects will  match us with students from the Design Portfolio class. That frees me to focus on making function and mechanics, leaving theme, branding and graphic asset in their capable hands.

Curious about the class offered at MadisonCollege.edu, you can check out the instructor’s twitter here: EjKnapp@twitter.

Disclaimer: This is my personal website, all opinions here are my own and not of my employer. Enjoy!


 

Sound Maze

I am going to create a maze or roguelike game with SpriteKit, and want to explore sound and accessibility.

Week 1

  • No official title, am using Sound Maze as a placeholder.
  • Have researched some audio only games. Not a lot to choose from, have only found one really well polished. Papa Sangre II is an audio driven adventure game with minimal UI, and uses 3d binaural sound. I think a full 3d sound design is out of scope for the semester, so will be looking for something simpler.
  • Exploring some Audio libraries like:
    •  OpenAl https://developer.apple.com/library/ios/samplecode/oalTouch/Introduction/Intro.html
    • Papa Sangre has an 3d sound engine, but does not appear to be available.
  • Trying to come up with core concepts for the game design. I know I want sound involved, should I work with echoes, reflections, redshifts?
  •  I’ll need to create a solvable maze maker https://en.wikipedia.org/wiki/Maze_generation_algorithm is a good place to start.
  • By the same token, I may want to create a test ‘solver‘ to test that things are indeed solvable and test the sound design as well. (Could this become an antagonist racing the player?) http://www.astrolog.org/labyrnth/algrithm.htm#perfect
  • I’m thinking, topdown, grid, 2d, but this may change based on design input. I anticipate most of the mechanics will operate the same tho.
  • At this point I think finding your way through a maze with audio cues might be enough of a challenge, so am not currently planning monsters but may include some traps or obstacles.

Also published on Medium.

Published inGameDeviOS

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