Occasion
Year
Wizardry is a codename for a prototype I developed in 2013 with a friend. The goal was to make a physical game using the PS Moves as the only input, and to make it enjoyable and understandable by people of all gaming skills. Yes, a bit like the amazing Johann Sebastian Joust from Die Guthe Fabrik, which was a huge inspiration for this prototype.
One weekend in summer 2013, I set out to make a working prototype of such a game. I didn’t want to just copy Joust, and even if its use of motion sensors is just perfect, I tried not to rely on the shoving mechanic to win.
After a lot of thinking I decided not to use physical contact for winning condition. If JS Joust has one fault, is that taller players are in general at an advantage because they have longer arms and legs, and they can strike further if needed. I didn’t want this to happen.
Instead, I created a free-for-all wizarding duel, and since I couldn’t rely on pointing to the opponent (gyroscope doesn’t give you an absolute positioning in space, so I don’t know which direction the players are facing or pointing to) I decided to use the four coloured buttons to choose who to attack.
I play-tested the game with some friends a couple of times, and refined it slightly.
In the end, while it was fun, we all agreed that it was a bit too complicated, and that the feedback given by the lights was confusing.
The game is meant to be played by 4 players, and each player has one colour (green, pink, blue and red) corresponding to the four PlayStation buttons. The PS Move gives feedback about players actions through the light and vibration.
Let’s explain gameplay through an example. Let’s say there are 2 players: Christian (green) and Luca (blue).
Attacking
At the beginning all of the PS Move lights are lit in the player colours, so you know who’s who. If a player wants to attack another, they have to press and hold their button to target that player.
Defending
Scoring
The points system is simple:
I never implemented the end conditions for the game, but the players used to start with 1000 points. The idea was that there was a set time limit, and once the time was over, whoever had the most points won.
I also never implemented a UI or anything visual… the plan was to have something very simple, with simple 2D wizards shooting at each other when attacks where landed by players, so spectators could understand better what was going on.
You can download the whole source code (it’s not much) for Wizardry on my Github. The code might be a bit broken (since development was stopped abruptly) and dirty (since I wasn’t that great of a coder in 2013), but it should compile fine.
Obviously to build it you need Unity, and to play 2-4 PS Move Controllers. You might also need the PS Move API by Thomas Perl, and a Mac (only runs on Mac, sorry!).
All works and words on this website by Ciro Continisio, except otherwise specified.