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Nine single player ludogames
Communication
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Nintendo Switch uses Bluetooth 4.0 technology to communicate with Joycon. 
​Joycon uses Bluetooth 3.0 to communicate with Nintendo Switch.
The console should be able ​to exchange information with ​each Joycon from ​a minimum of about 10 m to a maximum of ​about 100 m 
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​Joycon Recording
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Nintendo Switch can control and record the movements of Joycon.
Nintendo Swtich can assumes a cartesian plane with itself as 0,0,0 point.
​Nintendo Switch can record the position of a Joycon comparing ​its position by three numerical coordinates ​X, Y and Z​

Level Editor
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Place the console where you prefer and access the Level Editor.
Press A on the Joycon, the console save the spatial coordinates ​that match the place where you pressed the button
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By following the planimetry of the place, and pressing A every time you find a corner,
​it should be possible to teach to the machine the shape of the place ​where you are playing
Zone
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The rules of some games require additional Zones.
​Choose the right place and walk following the Switch Screen instructions to create the Zone.
Each point within the Zone has its own spatial coordinates.
When the Joycon and the Zone coordinates match, Switch knows that Player is inside the Zone
Virtual Zone
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The rules of some games require additional Virtual Zones.
These are generated directly by Switch Screen inside the Game Area.
​Virtual Zones can move, multiply, change places and others. Naturally they are invisible and cannot be seen by the Player.
When the Joycon and the Virtual Zone coordinates match, Switch knows that Player is inside the Virtual Zone
Objects
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If there are objects and furniture in the room you play in,
you can detect the shape of those too and make them part of the game.
By detecting the perimeter of an Object you create a virtual object similar to a column of infinite height
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Move the Joycon all the way around the Object to teach Switch its precise shape.
This way Objects can become part of the game by providing obstacles, shelters, hiding places and more

​Level Control
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When you have finished editing a level, you can check its shape and characteristics.
This mode is useful for creating very precise levels and solving possible errors.
Aim a part of the physical level with the Joycon's IR Camera to display the theoretical level on the Switch Screen

Triangolation
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When two Joycon are near, Switch Screen can triangulate their position, calculating interactions between them
Point the Joycon
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Player can aim the Joycon to get sensory information.
When Player Point the Joycon, a vector is emitted from the tip of the Joycon.
If game objects are in the vicinity of the vector, vibrations can occur
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The closer the vector is to the Center point (C), the stronger the vibration.
If the vector exceeds the 0, the vibration does not occur
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Vibration Intensity is also modified by the distance of the Player from the Point
Vibration Action
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The rules of some games require the use of Joycons to perform certain movements.
When the Joycons vibrate, perform the movement required by the rules of that game
​and continue to perform that movement until the Joycons vibrate
Mole Radar
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A countdown (punctuated by the Speackers) starts at the beginning of the Game
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Switch Screen generates a Target in randomly chosen place inside the Game Area
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Player can Point the Joycon to capture the position of the Target
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When Player gets to physically stand over a Target, Player earn 1 Emblem,
then that Target disappears and another Target is generated in another Place inside the Game Area
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Player try to earn as many Emblems as possible within the time limit
Rhythm and Dance
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Player place the Switch Screen in a safe place
​and place the right Joycon in a position where the IR Camera can frames Player
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Rhythm and Dance recognizes different Positions as inputs.
​Let's see some of them :
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Helicopter
Open your arms and keep
​them parallel to the ground
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Star
Spread your arms
and also your legs
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Frog
Bend your knees and bring
​your hands towards the floor
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Style
Perform a really
trendy movement !
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Jump
Perform a
high jump
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Kong-fu
Stand on one leg 
​and raise your arms
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Air Guitar
Wave your arms and
play the instrument
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Horror
Put your hands
on your hips
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Pistol
Aim with your
arms forward
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When the game starts a song is played by the Switch Screen Speakers.
The same song is repeated three times in a row

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At the first execution the Speakers play the song and punctuate the rhythm by singing the names of the Positions
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At the second execution the Speakers play the song and punctuate the rhythm
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At the third execution the Speakers play only the song
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Every time you do the right Position, at the right time, you get points.
The aim of the game is to score as many points as possible at the end of the songs
Invisible Guardians
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After analyzing Game Area, Switch Screen generates several Corridors
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After Corridors have been generated, several Guardians are placed inside the Corridors
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Guardians move continuously following the direction of the Corridor
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Guardians have a Visual Field.
The Visual Field extends for 5 meters

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Visual Field of the Guardians is interrupted by Borders and by Objects inside the Game Area
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Player can Point the Joycon to capture the position of the Guardians
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If Player enters a Guardian Visual Field, the game is Suspended
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When the game is Suspended, Player have to leave the Game Area.
When this happens, the position of the Guardians is reset and the game becomes Active again
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If Player manages to touch Switch Screen, wins the game
Map of Invisible Platforms
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After generating the Game Area,
Switch Screen and Player have to be placed in the two furthest places from each other
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Player place the Switch Screen in a safe place ​and
place the right Joycon on the floor, in a position where the IR Camera can frames the Player.

Furthermore Player puts the left Joycon in a pocket
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Switch Screen randomly generates a Path
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Player can move on the Path, walking and jumping.
As long as is inside the Paht, can advance
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If Player is outside the Path, the game is Suspended.
The game remains Suspended until Player reaches Start
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Naturally the Path is invisible to Player's eyes.
Player can see the Path displayed on the Switch Screen

Player can use Left Joycon to zoom Path Map.
Pressing L to zooms in.
Pressing Zl to zooms out

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If Player manages to touch Switch Screen, Player wins Game A.
When Game A is won, Player can attempt to win Game B
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During Game B the Switch Screen is turned off.
To win Game B Player have to go back and reach Start
Miasma of the Night
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Player place the Switch Screen in a safe place.
Player puts the right Joycon in his hand and the left Joycon in a pocket.
Player have to make the Game Area dark. The sensors of the IR Camera can understand the brightness of the room
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Switch Screen randomly generates a Maze
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Switch Screen generates a Jewel in a randomly chosen place inside the Maze
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Player can Point the Joycon to capture the position of the Jewel
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In any moment Player can press R on the Joycon.
Switch Screen analyzes Player position inside the Maze and processes a Hint, expressed by the Speakers
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When Player gets to physically stand over a Jewel, Player earn 1 Emblem,
then that Jewel disappears and another Jewel is generated in another Place inside the Maze
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If Player gets to physically stand over a wall of the Maze,
is Game Over
Dazzling Tornado
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Player places Switch Screen in a safe place,
and, as far as possible, free the Game Area from furniture and objects.
Player puts the right Joycon in the right hand and the left Joycon in the left hand
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Switch Screen generates a Target in a randomly chosen place inside the Game Area.
Player can Point the Joycon to find the Target
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When Player is above the Target, Player places one of the two Joycons on the floor
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After the Joycon is placed on the floor,
a second Target is generated in a randomly chosen place.

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Player reaches the second Target
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When Player reach the second Target a countdown (punctuated by the Speackers) starts
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When on the second Target, Player grabs the second Joycon with two hands,
holds it in front of his face with outstretched arms and stares at it intensely.
Keeping his gaze on the Joycon, Player begins to spin rapidly on himself, for the duration of the Vibration Action

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The above operation should make Player temporarily dizzy
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Immediately after the Vibration Action ends, place the Joycon on the floor
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Reach the first Joycon and pick it up.
​Collect the Joycon make Player earn 1 Emblem
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After collecting an Emblem, repeat the operation you performed after the countdown began, starting from the place
where you collected the Joycon and keep repeating it until the end of the time, trying to collect as many Emblems as possible
At the Restourant
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Player places Switch Screen in a safe place,
and, as far as possible, free the Game Area from furniture and objects
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Using the Level Editor, Zones and/or Objects,
​Player builds the restaurant, placing each element wherever he likes
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Entrance represents customers access to the local and
Cash Register represents the place where they pay before leaving the restaurant
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Tables are where customers eat their meal
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Chef Table, Stove, Oven, Sink and Coffee Machine represents the kitchen
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Fish, Meat, Vegetables, Flour, Spices, Fruit, Still Water and Sparkling Water
represents the food storage
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​Player plays holding Switch Screen in hand and
put right Joycon in a right pocket and left Joycon in a left pocket
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When one or more Customers arrive, Switch Screen Speaker reports it.
Player has to physically reach Entrance to let them enter
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In the Costumer section of the Switch Screen you can see all Costumer Groups inside the restaurant.
You can also see which ones are at the Table and which ones are waiting to be seated
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Tap on Switch Screen a Customer Group to select it.
While a Group is selected, reach a Table. If that Table is empty, the group takes a seat
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Costumer orders are placed through Switch Screen Speaker.
Using Notebook mode, take notes, writing directly through the Touchscreen
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Player can access the Recipe Book mode at any time.
Type the name of the recipe in the search bar. You will be able to view : Ingredients and cooking method
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When you want to grab an Ingredient grab both Joycons.
Go to a cell in the food storage to get an Ingredient, then go to the Chef Table to make it usable.
Remember that you can only bring one ingredient at a time
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Each Ingredient exists in three variations : Down, Medium and Up.
To take a Down Ingredient, move your arms down.
To take a Medium Ingredient move your arms in front of you.
To take an Up Ingredient, move your arms up
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 When Player brings one or more Ingredients to the Table Chef, they are shown on the Switch Screen.
Tap an ingredient to make it active. While an Ingredient is active, move over a kitchen element to cook it.
Each element gives the possibility to perform different types of processing.
​Each processing have a Vibration Action duration

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It would be good to have a surface on which to place the Joycons in the kitchen sections
Chef Table
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Grab one Joycon and quickly move your forearm up and down to Cut
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Grasping both Joycons keep your hands parallel, and move them back and forth to Roll Out
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Hold one hand down as if holding a bowl and rotate the other hand to Stir
Stove
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Place the Joycon on a surface in the Stove area to Boil.
When Joycon vibrates, the dish is ready.​
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Place the Joycon on a surface in the Stove area to Fry.
When the Joycon vibrates syncopatedly, take the Joycon and move it up to make the pan jump.
​When the Joycon vibrates alternating, move the Joycon left and right.

When Joycon vibrates, the dish is ready.​
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When the Joycon vibrates syncopated changes the position of the Joycon.
When the Joycon vibrates , the dish is ready

Oven
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Place the Joy Con on a surface in the Stove area for Bake in the Oven.
​You have to choose the cooking time. remove the Joycon too soon, the dish will be raw.
​Remove the Joycon too soon, the food will be burnt
Cofee Machine
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When you are in the Coffee Machine area, move a Joycon downwards, and miming a lever, pull it upwards.
​The Joycon begins to vibrate. When the Joycon stops vibrating, pull the lever downwards : the coffee is ready
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​When you have cooked all the dishes in the list, go to the table to serve the customers
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After customers have eaten, return to the Table to collect their dishes, and take them to the Sink
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When standing over Sink, move both Joycons back and forth, to Wash Dishes.
​The Vibration Action has a duration proportional to the number of dishes you have left on the Sink
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When all dishes have been served, you will receive the Cash and an evaluation.
Every mistake you made (such as wrong recipe, serving the dish to the wrong table, ...) will result in a Negative Vote. Every action you take correctly will result in an Positive Vote
Gate Towers
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Player places Switch Screen in a safe place,
and, as far as possible, free the Game Area from furniture and objects
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Player place Switch Screen in a safe place, in the center of the Game Area.
Then, Player, using the Level Editor, Zones and/or Objects, build two Source Areas (Resources and Spirit) and 6 different Towers
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Switch Screen cannot be moved from its position.
Player watching the Switch Screen can monitor the game situation
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Hordes of orcs appear from a far to attack the Towers, trying to reach the Citadel
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At regular intervals, based on the Tower's current Spd, the Tower automatically attacks orcs,
​dealing damage based on the Tower's current Atk.
At regular intervals, based on their stats, orcs automatically attack Towers, dealing damage based on the Tower's current Def
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If one or more Towers are destroyed, the orcs enter the Citadel.
If the Citadel is destroyed, it's Game Over
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Player can tap on an orc or to see its current health status
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Player can tap on a Tower to see its current health status, statistics and Skills
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Player can tap on the Citadel to see current health status and the current amount of Resources
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Player standing on Rsc and holding both Joycon, can collect Resources.
Player can perform several Actions. Each Action gives a specific Resource.
​Each Action has a Vibration Action that gives 1 corresponding Resource
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Spread your arms as if holding a pickaxe.
Bring them up and then give a strong push down.
​Picking gives Iron
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Keep one arm straight and the other bent, as if you were holding a shovel.
Make a downward movement and then an upward movement.
Digging gives Rock
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Holds your arms forward, parallel to the ground, as if holding a large saw.
Move your arms forward and then bring them back.
Sawing gives Wood
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Player standing on Spt and holding both Joycon, can collect Spirit.
When Player enter Spt, Spekaer of Switch Screen say the name of an Asana.
Player have to remain immobile in that position for the duration of the Vibration Action to get 1 Spirit
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The Palace
Keep your legs apart and
​your arms parallel to the ground
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The Mantis
Balance on one knee and
​move both hands up
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The Gideon
Sit down and keep your legs and
​arms parallel to the ground
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The Zombie
Keep both arms close and
parallel to the ground
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The Leaping Dragon
Stand on one leg, knee bent,
and raise your arms
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The Legate
Keeping arm behind back,
​touch the other elbow
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Player standing on a Tower can perform various actions applied to that specific Tower
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Standing on a Tower, performs the Picking Action
Each time you complete this Action you spend 10 Iron.
Every 10 Iron spent increases the Tower's Atk by 1
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Standing on a Tower, performs the Digging Action
Each time you complete this Action you spend 10 Rock.
Every 10 Rock spent increases the Tower's Def by 1
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Standing on a Tower, performs the Sawing Action
Each time you complete this Action you spend 10 Wood.
Every 10 Wood spent increases the Tower's Spd by 1
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Raise one arm, as if holding a hammer. Wave your arm up and down.
Each time you complete this Action you spend 10 Iron, 10 Rock and 10 Wood.
Every 10 Resources spent increases the Tower's current healt by 10%
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Standing on a Tower perform an Asana. Each time you complete this Action you Spend 1 Spirit.
The first Spirit spent give a Skill to Tower, other Spirit spent (of the same type) increase the Skill power.
Each Asana gives a certain Skill

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Invisible Dungeon
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Using the Level Editor, record maps of different environments that are physically close in the real world
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In front of each entry into the real world, draw a segment in the Level Editor, and identify it with a number
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Nintendo Switch saves the maps and positions them following the numerical order
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Player plays with Switch Screen in hand
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When Player with Switch Screen crosses a segment, Switch Screen should be able to load a following map
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Analyzing the Total Game Area, Switch Screen can generate a series of Event Points inside the Game Areas
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While playing, the Switch Screen shows a map of the Game Area,
​extrapolated from your works in the Level Editor
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You can customize the map using the Touchscreen.
​You can use this system to take notes and add information to the map
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When Player reach a place where an Event Point has been generated,
Switch Screen shows the dynamics of the event
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​There are 4 types of Event Point :

Find. Switch Screen shows an item that the Player can take and add to his Inventory.
Meet. Switch Screen shows one or more npcs who can talk to you, give away, trade or sell items or even give you a quest
Puzzle. Switch Screen displays a puzzle that you can solve using the Touchscreen.
Battle. It shows one or more enemies that you have to beat in combat

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There are several puzzles and charades that can be found in Game Area.
​Use the Touchscreen to solve them and get rewards and progress the game
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During Battle put the Switch Screen where you can see it and grab both Joycons to start fighting
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By observing enemies's animations you can guess their intentions.
Each enemy can perform two types of action : Normal Attack and Charged Attack
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High
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Medium
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Low
Normal Attack is divided into three types of attack : High, Medium and Low. Each type of Normal Attack has its own animation.
When the opponent performs a Normal Attack, perform a Defense Action. There are three types of Defense Action: High, Medium and Low
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Using the appropriate Defense against the right Attack decreases the damage taken.
​Damage can be decreased by 100, 50, and 0 percent
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Jump
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Lateral Movement
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Crouch
Charged Attack is divided into three types of attack : High, Medium and Low. Each type of Normal Attack has its own animation.
Charged Attacks are very powerful and deal a lot of damage, but they need a charge animation to be performed.
With the right timing you can counter a Charged Attack. 
You can't use a Defense Action because a Charge Attack is too powerful, but you can still use a Dodge Action..

here are three types of Dodge Action: Jump, Lateral Movement and Crouch.
Each Dodge Action is useful for avoiding different types of attacks, based on the type of animation of those moves

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High
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Medium
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Low
Swing the Joycon to attack. Even you can make three types of Attacks, and the enemy can make three types of parries.
Attack when the enemy is not in Defense Position to maximize damage.
You can also perform Charged Attack by shaking the Joycon before attacking.
This makes you vulnerable, use this technique at the right time
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To make the game more interesting, Switch calculates interactions between different points in the Game Area,
​where you will have to move to solve problems and puzzles and progress the game
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