•  Breakout, but... will be a collection of very different mini games nonetheless all computed by the same video game.
    First off, a little warning: the game is still in it's prototype phase so it looks quite raugh at the moment, but it should do just fine to showcase its features.

    your usual breakout, apart for the two paddles

     

     

     

     

     

     

     

     

     

     

     

    It looks a lot like any other breakout, exept for the two paddles there, yellow and cyan; whenever an imput -left or right- is beeing made, both paddles move alongside, so they never leave eachother: the walls don't stop stop them as they cross them pacman-style, so the distence beetwen the two paddles always stay the same. (note that the ball does collide and bounce on walls).

    The video game itselfWhenever the ball hits one of the paddles it changes colour for the paddle colour.When the couloured ball hit a brick it damages it and spawns a score point of the same colour that slowly falls to the bottom of the screen for the paddles to catch. 

    Both paddles can catch it, but the paddle of the same colour will  have extra points for doing so.

    The video game itself

     

     

     

     

     

     

     

     

     

     

     

    We put great care in making the ball's trajectory and speed readable on a single frame, as some of breakout, but... 's mini game rely on a strong reduction of the game's speed.

    That's it for now, but we'll keep updating.
    Thanks for reading!

     


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  • Breakout, but... is an experimentation on control systems and collective decision making.

     The players are invited to discover the same game (a clone of breakout adapted for multiplayer) but each time transformed into a different one, mostly by changes exterior to the game as a program: the ways input are physically being made, the game speed, the rules that are told to the players.

    All those different games will have an emphasis on collective decision making and will involve a relatively large number of player. They will all be played by two conflicting team.

    We plan on making around five or six versions:

    - Breakout, but... It's a thug of war.
     Each end of the rope represent a direction imput, only when the rope is being pulled enough in a direction is the imput being made.

    - Breakout, but... We are the buttons.
     Players must form human chains to conduct the imputs signals from point A to point B.

    Breakout, but... It's a democracy.
     The game is heavily slowed, input will be performed frame by frame via a majority vote.

    - Breakout, but... The buttons are enormous.
     Imputs are registered by two big buttons that require quite a bit of weight to be activated,
    so it requires a lot of people to jump at the same time.
     It's kind of a less formal, funnier and faster version of the democracy version.

    Breakout, but... I can't trust my eyes.
      The buttons and the screen are on either side of a wall, meaning players from one side need to describe what's happening to the players on the other side, who cannot fully trust them as they don't wich team they're on.

     

    Other versions may be added if we stumble uppon other interesting ideas. We will try to keep this blog updated as the games'll devellop.


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