The receipt racer combines different in and output devices into a complete game. It was made during the “Let’s feed the future workshop”, part of the OFFF Festival in Barcelona on June 8th 2011.
A game where you have to stay at least 50 metres away from everybody else in Stockholm playing. If you succeed, you win the new MINI Countryman. Simple.
Beat Fleet is his bachelor work for the university of arts in Zürich.. It’s a music game using timecoded vinyl (by MsPinky) as the interface. Two turntables as input devices control the action on the z- and x-axis.
Nice bit of tracking so you can use your face as the main input.
Written using the OpenCV library for processing.
Matt Ditton is hands on with quite of different things. Programming, photography, indie games development, tech art, environment modeler, university lecturer, DVA student. To find out more, see thequietvoid.com and his Flickr here. Not bad eh.
I ended up whizzing through YouTube last night looking at games I used to play as a kid, just wanted to put some up here and see who else used to play these bad boys.
In no particular order, here’s 6 of the racing games from my youth.
ARCADE
Hard Drivin’ – One of my all-time faves. It was the world first driving simulator to use 3-D polygon graphics.
Outrun – Absolute classic. Used to play this on a Saturday at the sports centre. Check the music out.
ATARI ST / AMIGA / PC
Stunt Car Raver – One of my all time faves this. Loved it! Brilliant physics for the bounce control.
Lombard RAC Rally – I got really good at this when I was more into Rally.
Test Drive – I think this franchise is still going strong, similar to The Need for Speed.
MicroPose Geoff Crammond’s F1 GP – This one got me through some late nights at uni. It had a multi-player mode where the pc took over so a bunch of you could play. This one marketed itself more as a “simulator”. Loved it. (Gameplay starts at 3m05)
The Black Forest is a series of tiny, experimental games with the first season of four episodes to be released online this December, one episode per week.
Each game plays differently and there are no tutorials. The makers wanted to create emotional experiences that are more personal and different from the ones traditional game design has to offer.
I’ve not played it but it’s kinda interesting and looks great!