Art 412 Final Assignment  -  An Adventure Game 'tour' of San Francisco

Introduction

Adventure games offer sequenced experiences.  Players demonstrate some skill, solve some puzzles, or undergo some experiences that allow them to move on to other 'levels' or sequences in the game. Some emphasize ascending levels of difficulty; others are more episodic with different places to explore - not necessarily requiring more skill.   You are asked to borrow some aspects of the form of an adventure game to create a Director-based interactive art event.

Read wikipedia history/analysis of Adventure Games

Conceptually you are asked to focus your event on San Francisco. Pick some theme of interest to you that will guide your selection of places. The theme can be personal, conceptual, socio-cultural, historical, aesthetic, ....whatever.  Find 4-5 spots in San Francisco that somehow relate to your theme.   Identify some underlying dimension that structurally relates these places. For example, they could be increasingly strong illustrations of the theme or they could illustrate opposite perspectives on the theme or you could arbitraily make the places relevant by props/graphics/performances you place in the spots.  Collect some information from the places that your incorporate in the event - for example, recorded sound, photos, scans of objects you got at those locations, etc. Pick a character to be the guide or virtual personality that interacts with the player.  Use Lingo to program some kind of challenge at each place that the player must deal with before they can go on to the next place.

For example, you could pick sin as your topic.  You might pick these five places  as the locations- The city jail, catholic cathedral on Geary, the zoo, a playground, Babary Coast.  Your character could be Buddha, Brittany Spears, Satan, or ....  The interactive event could be the challenge to find the sin in each spot.

Steps in the Process

- Pick some theme of interest to you that will guide your selection of places. The theme can be personal, conceptual, socio-cultural, historical, aesthetic, ....whatever.   Here are some examples:

- Find 4-5 spots in San Francisco that somehow relate to your theme. Identify some underlying dimension that structurally relates these places. For example, they could be increasingly strong illustrations of the theme or they could illustrate opposite perspectives on the theme. You could arbitraily make the places relevant by props/graphics/performances you place in the spots.

-Pick a character to be the guide, host or virtual personality that interacts with the player.  The character could be from history, popular culture, your personal life, fiction, movies, cartoons, whatever.  Pick some character that has an interesting relationship to your theme.

- Capture visual, sonic and/or conceptual material from each spot - for example, recorded sound,  photos, scans of objects you got at those locations, rubbings, etc

- Create an interactive Director work that asks a viewer to deal with some challenge your pose at each location in order to go on to the next spot.  Link your challenge to your theme. You will need to devise the Lingo to realize the challenge.  You want something that is interesting but not impossible. (See discussion below and examples of Lingo)

- Be prepared to explain in detail your theme, the relationship of the real places to your theme, the dimension of variation of the places, and the nature of the programmed challenges. 

Technical Requirements

It should use some intermediate Lingo programming structure to enable your events.  Often interesting interactive events do not require complicated lingo.   Here are some examples and links to sample scripts.
Remember all the lingo tutorials/handouts  are at: 
http://userwww.sfsu.edu/~infoarts/technical/director/wilson.director.tutorial.html


arrow move -  check for arrow keys, move sprite based on arrow keys
check for buttons clicked -  example 1 Only do action after 3 buttons clicked.  example 2  Only do action after each of 3 buttons clicked
check for intersection  - only do action if two sprites are touching
move puzzle pieces  -  example 1 Only do action if 3 puzzle pieces moved into certain space.   example 2 Only do action if each puzzle piece is moved to its right spot
check for word typed  -  only do action if particular words are typed into a field
 
- Create some kind of Where's Waldo experience  -  e.g. needing to find some visual element in a complex scene