Flow Hunters

Flow Hunters

Project type: 6th semester Medialogy bachelor project

Made: May 2014

My fields: Programming, Game design, Project management, Audio

Time spent on this project: 2 months

Tools used: Unity 4.3, XInputDotNet, Visual Studio, Photoshop, Audacity, Blender

DOWNLOAD: Flow Hunters

About this project:

Fast-paced multiplayer game with laser discs and a dynamic mission system that utilizes controller rumble to deliver asymmetric information.

For our bachelor project at Medialogy at Aalborg University, we set out to investigate the field of local multiplayer games. We wanted to examine the use of asymmetric information, i.e. how to deliver unique and hidden information to players in a game that is centred around a single screen.

Our solution was to use the rumble features of the Xbox 360 controller to deliver information to each player. This information describes a specific mission that the player has to complete, as well as what/who his target is. In the current implementation, there are four different mission types: kill a player; defend a player; steal intel; charge a zone.

We were very much inspired by games such as TowerFall and Hidden in Plain Sight. The first game influenced Flow Hunters’ main game mechanic, a laser disc, that each player can use to shoot other players. The second game influenced the idea of having the action taking place on a single, static screen.

Problem Statements for the project:
In a multiplayer game centred around a single screen, in what ways can technology be used to deliver asymmetric information to the players?

How can asymmetric information be delivered to players through haptic patterns in a game controller?

How can vibration patterns be used as an integral part of a local multiplayer game?

Flow Hunters

Flow Hunters

Flow Hunters

Flow Hunters

Flow Hunters

Flow Hunters

Credits
Benjamin Nicholas Overgaard
Gustav Dahl
Lasse Von Fintel Sostack
Philip Hundevad Nymann