Week 12 – Final Project Concept

Concept 

An interactive game that combines physical hardware inputs with digital visuals to create a fun, engaging experience. The objective of the game is to catch falling fruits of different colors into a basket by pressing the corresponding colored buttons. Each button plays a musical note, adding an auditory layer of feedback to the gameplay. The speed of the falling fruits increases as the game progresses, making it more challenging. Players have three lives, and the game tracks both the current score and the highest score achieved, fostering a sense of competition.

Inspiration 

The concept is inspired by classic arcade-style games like “Fruit Ninja” and “Tetris,” which involve quick reflexes and colorful visuals. I wanted to create a game that not only challenges the player’s reaction time but also provides a multisensory experience by integrating music and physical interaction. The picnic theme stems from the cheerful idea of catching fruits for a basket, evoking a sense of fun and lightheartedness. The addition of musical notes tied to the button presses makes the game playful and unique, while the increasing difficulty ensures sustained engagement.

Implementation Plan 

Hardware:

  1. Arduino Components:
    • Four colored buttons: Each button corresponds to a fruit color (e.g., red for apples, yellow for bananas).
    • A piezo buzzer or speaker: Plays a unique note when a button is pressed, creating a musical effect.
  2. Connections:
    • Each button will be connected to a specific digital pin on the Arduino.
    • A buzzer will also be connected to a pin to generate sounds.
  3. Power Supply: A USB cable will power the Arduino during gameplay.

Software:

  1. Arduino Code:
    • The buttons will detect user input and send signals to the p5.js sketch via serial communication.
    • Debounce logic will be implemented to prevent multiple readings from a single press.
  1. p5.js Sketch:
    • Fruit Animation:
      • Fruits of various colors will fall from random positions at the top of the screen toward a basket at the bottom.
      • The basket will automatically “catch” fruits when the correct button is pressed.
    • Game Logic:
      • The player scores points for catching fruits correctly.
      • Missing a fruit or pressing the wrong button reduces a life.
      • The game ends when the player loses all three lives.
    • Difficulty:
      • The speed of the fruits will gradually increase to challenge the player as the game progresses.
    • Scoreboard:
      • A live scoreboard will display the current score and the highest score achieved.

Interaction 

  • User Inputs: The player uses physical buttons to interact with the game, linking the tactile experience of pressing buttons with the visual and auditory feedback.
  • Feedback Mechanisms:
    • Musical notes for correct actions.
    • On-screen effects for catching or missing fruits.
    • A real-time display of lives and scores for progress tracking

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