Project Progress Report : AR Bejeweled (Shane Del Solar, Suraj Saripalli)

AR Version Of Bejeweled:

 

Summary of Proposed Project(unchanged):

We will build a Competitive AR version of Bejeweled. Bejeweled is a puzzle game where
a single player moves multi coloured jewels on a grid. The jewels are moved by swapping them
with a neighboring jewel. A string of three or more jewels in the horizontal or vertical direction
makes those jewels disappear, the game then adds the same number of jewels from the top
with random colours. First we will build a server program that run the game. The players will
use Argon to connect to the server and to display the current game board. All of the players at
the “playsite” will on the same board. We will define a few preset location with trackable objects
as “game boards”. Player will then arrive on the scene and join the game at the location which
will then be hosted at the server. Players will interact with the game board by walking around in
the space in front of the game to choose the squares in the grid they wish to move. Tapping on
the screen of the device will select the current square. The player with the highest score
wins. Games will run for a specified amount of time or until there are no more moves left. This
project is a application of Outdoor AR and collaborative/competitive interaction.

 

Bejeweled Style Jewel creation working:

After playing several version of the game on the internet including on the original
versions(Bejeweled 2) and some open source incarnations, we concluded the spawning
algorithm is completely random and has no discernable patterns. In the case of the open source
versions we were able to verify this fact. This is counter to what we had previously
thought. Upon discovering this, we implemented a random spawner. A sample grid:
R O G W O R G R
P W O G B P W P
Y P G B O O O O
Y P B R B B Y B
W Y O B R G G B
W R O R W W P R
O B G R G O Y Y
R O P R O O G P

 

Prototype of the movement interaction:

To prototype the movement interaction we selected an image to use as a prototype board. (This
ended up being just a poster in the College of Computing Building that was trackable.) The
vertical position on the 8×8 grid is determined by the distance in the Z direction from the
tracked Object while the horizontal position is determined by the relative angle from the player
to the tracked object. The maximum distance in the Z direction is initialized to the starting
location of the player. The maximum distance value is updated throughout the game whenever
user traverses beyond the previous max. We discard the bottom 20% of the distance and simply
interpolate in remaining 80% of the max distance. As the player moves away from the wall the
focused cell moves in down and it moves up as she moves towards it.
The player can move from -40 degrees to +40 degrees in front of the image. Each interval of 10
degrees corresponds to a respective column beginning from the left(-40) and going to the
right(+40). Since this is only a prototype we are drawing a simple cube to show the focused cell

 

Reflection on this Milestone

We were able to achieve the goals set for the milestone.
– Jewel Spawning: We are able to spawn gems in the same style as the original game.(Because
the algorithm is random implementing was trivial. In the extra time we worked on some of the
basic game logic that will be needed in the next milestone.)
– Basic movement interaction : We were able to build the desired system for navigating the game
board.

 

Contribution

Client: Argon Basic Movement Interaction : Suraj, Shane
Server: Jewel Spawning : Shane
Updates to the schedule: No updates.

 

Future Milestones:

Mile Stone 2:
– Server: Build Game with networking and that is able to support one game at one location
– Client: Basic Display working.

Mile Stone 3:
– Server: Multiple Games
– Client: Fully animated as well as working in more than one location.

 

Video Link :

Video Demonstration

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