Poopin' Pigeon Sim
October 2018 - 1 Week - Team of 3
Poopin' Pigeon Sim was created during a school game jam. The challenge was to create a game with an alternative controller.
Our goal was to create a game that is as fun to watch as to play.
The game itself is about playing as a pigeon and pooping on things around a city.
We wanted shorter interactions with the game to cycle through as many players as possible.
Which means we needed an end state.
connected by eating seeds
connected by how much you poop
Less food eaten
More food eaten
Game ends when energy reaches zero
Players now earn points and control speed by pooping. Seeds slow down the player but also gain 'ammo', and increase their energy, which acts as health
Wing Alt.Cntrl Design
Shoots of process work during the week
Wing Rig Design
Pigeon Wing for reference
Wrist strap for control
Concept for making a pocket
for the wii mote to rest in
on the wing
Concept for wing
thicker and having the wii mote rest between them
The Wii motes accelerometer's z axis specifically for steering.
The pocket was chosen in favor of less materials required
The Z axis is used for steering left and right. Whereas the X axis is used to turning the camera up and down
A Wii mote will be placed in both wings, however only one is needed to play.
This is to create the illusion that both wings are required to play
To account for subtle differences in how players hold the wings, a "dead zone" is required where between two readings the pigeon will fly straight
This is the chart shows readings from the accelerometer, and what direction the pigeon will move in
Poop Alt.Cntrl Design
The design for the controls for the player pooping was to have the player sit on a whoopee cushion.
Controller required the whoopee cushion input to be reliable, and the controller durable.
We designed a platform with tin foil, and then the whoopee cushion suspended by springs also with tin foil on it.
For extra durability this was the final concept design.
This is what the final rig looked like