Week 151

So, some notes for the past week. They will be very short because there is not much to tell real­ly. It was one of those weeks with a lull in between projects, and also vir­tu­al­ly devoid of meet­ings, today being the exception. 

I went over to Like­Mind to catch up with my fel­low Dutch­man Mark, who seems to be doing great, liv­ing and work­ing between Copen­hagen and Lon­don. Not the shab­bi­est pair of cities. 

I also had anoth­er chat with the guys run­ning the U‑Turm project who seem to be mak­ing nice progress with the image track­ing side of things and are now real­ly get­ting into the game design. Which means, as I told them, they need to start iter­at­ing on the rules like crazy, doing paper pro­to­type after paper prototype.

Aside from this I’ve been doing some prepa­ra­tions for PLAY, reach­ing out to cre­ative teams and indi­vid­u­als who I’d like to see be part of the pro­duc­tions we’re going to be run­ning. Get­ting lots of pos­i­tive respons­es so that is great. I also post­ed some back­ground on the work we’ve been doing so far for this at the Hub­bub blog.

Julius and Karel ran a suc­cess­ful sec­ond urban games work­shop in Lei­d­sche Rijn for Cultuur19 last sat­ur­day. We are now gear­ing up to assist with NU Grounds, a games fes­ti­val in the same neigh­bor­hood where there will be sev­er­al urban games on offer. That’s going to take place two weeks form now and should be good fun.

The rel­a­tive qui­et this week has allowed me some time to tin­ker with Pro­cess­ing, par­tic­u­lar­ly the Box2D library that Mr. Shiff­man has put togeth­er. I’m just mak­ing a lit­tle sil­ly soft­ware toy with that to kind of flex my flim­sy pro­gram­ming skills. Noth­ing spe­cial but I might post some screen­shots and maybe a screen­cast lat­er anyway.

And also, I bit the bul­let, installed XCode, and had a go at Open­Frame­works, most­ly to have a look at some of the Box2D stuff out there that is con­trolled with OpenCV (a com­put­er vision library). That seems to be a real­ly nice basis for gam­ing in pub­lic space using urban pro­jec­tions and such. I don’t see myself work­ing in Open­Frame­works though, it real­ly is an increase in com­plex­i­ty as opposed to Pro­cess­ing. Still, by mess­ing with it, I can now appre­ci­ate it better.

Next week is going to be my last one here in Copen­hagen and looks like it’ll be slight­ly more busy, with anoth­er trip to Malmö and a lec­ture at CIID. After that it’s back to NL. Time real­ly flies.

A landscape generated from silence

So a few weeks ago, before he went surf­ing in Moroc­co, m’colleague Alper report­ed in an elab­o­rate fash­ion on the project he and I did for the artist Sarah van Sons­beeck. If you’re into data visu­al­iza­tion and infor­ma­tion design and you haven’t read it already, I encour­age you to do so right now. I thought I’d post some addi­tions and com­ments to Alper’s post here, going into some details relat­ed to work­ing with 3D graph­ics in Pro­cess­ing, aes­thet­ic con­sid­er­a­tions, and some oth­er bits.

Final rendering of the silence landscape

Dealing with 3D in Processing

As Alper writes, part of what we were doing involved gen­er­at­ing a 3D land­scape from the sound vol­ume and loca­tion data Sarah had gath­ered. What I found was that work­ing with 3D in Pro­cess­ing can be cum­ber­some, espe­cial­ly with regards to cam­era con­trols. I had a hard time get­ting a sense of the 3D mod­el we were gen­er­at­ing, since the cam­era con­trols I had at my dis­pos­al were lim­it­ed and a has­sle to use. I can imag­ine that if you do this kind of work a lot, you have a kind of con­tain­er Pro­cess­ing sketch that has all the cam­era con­trols in place. I didn’t, so ulti­mate­ly I decid­ed to go to a tool that had all the cam­era con­trols already: Google SketchUp. I could have gone to a more pro­fes­sion­al tool such as 3ds Max or Maya, but SketchUp is freely avail­able and suit­ed me fine. Using Mar­ius Watz’s unlekker­Lib, I export­ed the geom­e­try of our land­scape to a DXF file and import­ed it to SketchUp and that was that. 

An early Processing sketch attempting to generate a shape from the data

Rendering

SketchUp is fine for manip­u­lat­ing and explor­ing a 3D mod­el, but its ren­der­ing left some­thing to be desired. It had been a while since I dab­bled in 3D graph­ics (back in art school, mak­ing games) but I did recall that glob­al illu­mi­na­tion ren­der­ing yields pret­ty pic­tures. Sarah had told us from the out­set that above every­thing else, it was impor­tant for the out­put of our exer­cise to be aes­thet­i­cal­ly pleas­ing. Accord­ing to her, in the art world, beau­ty is para­mount. So I did some Googling (as one does) and bumped into Sun­flow. Karsten Schmidt had exper­i­ment­ed with using Sun­flow as a ren­der­er direct­ly from Pro­cess­ing, but this library turned out to be out­dat­ed for the cur­rent ver­sion of Pro­cess­ing. There is how­ev­er, a Sun­flow exporter for Sketchup. So I used Sketchup to set up the basics of the scene I want­ed to ren­der (cam­era angle and such) export­ed and then man­u­al­ly edit­ed the result­ing Sun­flow file. The Sun­flow wiki was a great help for under­stand­ing the anato­my of the Sun­flow file for­mat. In addi­tion, this page, which shows exam­ples of many shad­er set­tings, was very help­ful when it came to fig­ur­ing out the mate­ri­als we end­ed up using. A snow-like mate­r­i­al with a “sun sky” light, which makes the whole thing look like Antarc­ti­ca, seemed like a good fit for the sub­ject; silence.

An intermediate rendering of the landscape done with SketchUp

Aesthetics

Alper right­ly points out nei­ther of us is a graph­ic design­er. But this does not mean cer­tain aes­thet­ic con­sid­er­a­tions came into play dur­ing this project. For instance, towards the end, we had ren­der­ings of the land­scape float­ing above an infi­nite plane, as if it’s an object of sorts. I felt this did not do jus­tice to the con­cept we were pur­su­ing, so we even­tu­al­ly decid­ed to merge the mesh with the under­ly­ing plane. We achieved this by sim­ply adding a band of aver­age noise lev­el around the datas­cape and regen­er­at­ing it. Opti­cal­ly, thanks to the nice illu­mi­na­tion in Sun­flow, there is no bor­der between the land­scape and the plane that recedes to the horizon.

A Sunflow rendering of the landscape, still floating above the ground

There’s more to be said about this project but I feel like wrap­ping up. A few final words with regards to the util­i­ty of this piece as data visu­al­iza­tion then. I think from this per­spec­tive it is prac­ti­cal­ly use­less. As a piece of graph­ic art that pro­vides a vis­cer­al sense of the data gath­ered by Sarah dur­ing her walks how­ev­er, I think it is quite suc­cess­ful. Keep in mind she’s used this as part of anoth­er pub­li­ca­tion, where a set of anno­ta­tions is over­laid on it. 

I would also love to do an inter­ac­tive ver­sion of this, allow­ing for free move­ment through the 3D space, as well as addi­tion­al infor­ma­tion lay­ers with anno­ta­tions by the artist and geo­graph­ic con­text. Who knows, we might come around to this some time. 

But for now, this is it: a pic­ture of a land­scape, gen­er­at­ed from silence.

Download my travel-time map

I am a bit ner­vous about doing this, but since sev­er­al peo­ple asked, here goes: You can now down­load the trav­el-time map of the Nether­lands I made in Pro­cess­ing. I have export­ed appli­ca­tions for Lin­ux, Mac OS X and Win­dows. Each down­load includes the source files, but not the data file. For that, you will need to head to Alper’s site (he’s the guy who pulled the data from 9292 and ANWB). I hope you’ll enjoy play­ing around with this, or learn some­thing from the way it was put together.

Some notes, in no par­tic­u­lar order:

  • Please remem­ber I am not a pro­gram­mer. The vast major­i­ty of this sketch was put togeth­er from bits and pieces of code I found in books and online. I have tried to cred­it all the sources in the code. The full write-up I post­ed ear­li­er should point you to all the sources too. In short; all the good bits are by oth­er peo­ple, the bad code is mine. But who cares, it’s the end-result that counts (at least for me).
  • Relat­ed to the pre­vi­ous point is the fact that I can­not fig­ure out under which license (if any) to release this. So the usu­al CC by-nc-sa license applies, as far as I’m concerned.
  • If this breaks your com­put­er, offends you, makes you cry, or eats your kit­tens, do not come knock­ing. This is pro­vid­ed as is, no war­ranties what­so­ev­er, etc.
  • Why am I ner­vous? Prob­a­bly because for me the point of the whole exer­cise was the process, not the outcome.
  • I can’t think of any­thing else. Have fun.

The making of a travel-time map of the Netherlands

Sub­scribers to my Flickr stream have prob­a­bly noticed a num­ber of images of some kind of map flow­ing past late­ly. They were the result of me track­ing my progress on a pet project. I have more or less fin­ished work on it this week, so I thought I’d detail what I did over here.

Background

Fol­low­ing my Twit­ter dataviz sketch­es, I thought I’d take anoth­er stab at pro­to­typ­ing with Pro­cess­ing. On the one hand I want­ed to increase my famil­iar­i­ty with the envi­ron­ment. On the oth­er, I con­tin­ued to be fas­ci­nat­ed with data-visu­al­iza­tion, so I want­ed to do anoth­er design exer­cise in this domain. I was par­tic­u­lar­ly inter­est­ed in cre­at­ing dis­plays that assist in deci­sion mak­ing and present data in a way that allows peo­ple to ‘play’ with it — explore it and learn from it.

The seed for this thing was plant­ed when I saw Sta­men’s work on the mySo­ci­ety trav­el-time maps. I thought the idea of visu­al­ly over­lay­ing two datasets and allow­ing the inter­sec­tion to be manip­u­lat­ed by peo­ple was sim­ple but pow­er­ful. But, at that time, I saw no way to ‘eas­i­ly’ try my hand at some­thing sim­i­lar. I had no ready access to any poten­tial­ly inter­est­ing data, and my scrap­ing skills are lim­it­ed at best.

Luck­i­ly, I was not the only one whose curios­i­ty was piqued. After see­ing Ben Cer­ve­ny demo­ing the same maps at The Web and Beyond 2008, Alper won­dered how hard it would be to cre­ate some­thing sim­i­lar for the Nether­lands. He pre­sent­ed a way to do it with freely avail­able tools and data (to an extent) in a work­shop at a local uncon­fer­ence.1

I did not attend the event, but after see­ing his blog post, I sent him an email and asked if he was will­ing to part with the data he had col­lect­ed from the Dutch pub­lic trans­port trav­el plan­ning site 9292. Alper being the nice guy he is, he soon emailed me a JSON con­tain­ing of the data. 

So that’s the back­ground. I had an exam­ple, I had some data, and I had a lit­tle expe­ri­ence with mak­ing things in Processing.

JSON

The first step was to read the data in the JSON file from Pro­cess­ing. I fol­lowed the instruc­tions on how to get the JSON library into Pro­cess­ing from Ben Fry’s book (pages 315–316). On the Pro­cess­ing boards, a cur­so­ry search unearthed some code exam­ples. After a lit­tle fid­dling, I got it to work and could print the data to Processing’s console.

Plotting

Next up was to start visu­al­iz­ing it. I used the exam­ples of scat­ter­plot maps in Visu­al­iz­ing Data as a start­ing point, and plugged in the JSON data. Pret­ty soon, I had a nice plot of the postal codes that actu­al­ly resem­bled the Netherlands.

Playing with some data Alper gave me

Coloring

From there, it was rather easy to show each postal code’s trav­el time.2 I sim­ply mapped trav­el times to a hue in the HSB spec­trum. The result nice­ly shows col­ored bands of trav­el-time regions and also allows you to pick out some inter­est­ing out­liers (such as Gronin­gen in the north).

Second pass

Selecting

At this point, I want­ed to be able to select trav­el-time ranges and hide postal codes out­side of that range. Ini­tial­ly, I used the key­board for input. This was OK for this stage of the project, but of course it would need to be replaced with some­thing more intu­itive lat­er on. In any case, I could high­light select­ed points and dim oth­ers, which increased the display’s explorabil­i­ty considerably.

Pass 3

Coloring, again

The HSB spec­trum is quick and easy way of get­ting access to a full a range of col­ors. It served me well in my Twit­ter visu­al­iza­tions. How­ev­er in this case it left some­thing to be desired, aes­thet­i­cal­ly speak­ing. Via Tom Car­den I found the won­der­ful cpt-city, which cat­a­logues gra­di­ents for car­tog­ra­phy and the like. Ini­tial­ly I strug­gled with ways to get these col­ors into Pro­cess­ing, but then it turned out you could eas­i­ly read out the col­ors of pix­els from images. This allowed me to cycle through many palettes just by adding the files to my Pro­cess­ing sketch. I dis­cov­ered that a palette with a clear divi­sion in the mid­dle was best, because that pro­vides you with an extra ref­er­ence point besides the begin­ning and end.

Playing with palettes (pass 4)

Selecting, again

I next turned to the inter­ac­tion bits. I knew I want­ed a so-called dual slid­er that would allow peo­ple to select the upper and low­er lim­it of trav­el time. In the Pro­cess­ing book, there is code for plen­ty of inter­face wid­gets, but sad­ly no dual slid­er. I looked around on the Pro­cess­ing board and could find none either, to my sur­prise. Even in the UI libraries (such as controlP5 and Inter­fas­cia) I could not locate one. 

So I decid­ed to low­er the bar and first include two hor­i­zon­tal slid­ers, one for the upper and one for the low­er lim­it. These I made using the code on pages 448–452 of the Pro­cess­ing book. Not per­fect, but an improve­ment over the key­board controls.

Pass 5 – some basic interactivity

Selecting, yet again

Next, I decid­ed I’d see if I could mod­i­fy the code of the hor­i­zon­tal scroll­bar so that I would end up with a dual slid­er. After some mess­ing about (which did increase my under­stand­ing of the orig­i­nal code con­sid­er­ably) I man­aged to get it to work. This was an unex­pect­ed suc­cess. I now had a decent dual slider.

A proper dual slider

Exploring

So far there was no way of telling which point cor­re­spond­ed to which postal code. So, I added a rollover that dis­played the postal code’s name and trav­el time. At this point it became clear the data wasn’t per­fect — some postal codes were erro­neous­ly geocod­ed by GeoN­ames. For instance, code 9843 (which is Gri­jpskerk, 199 min­utes to the Dam) was placed on the map as Ams­ter­dam Noord-Oost!

Rollovers

Adding more data

Around this point I vis­it­ed Alper in Delft and we dis­cussed adding a sec­ond dataset. Although hous­ing prices à la mySo­ci­ety would have been inter­est­ing, we decid­ed to take a dif­fer­ent route and add a sec­ond trav­el-time set for cars.3 My first step in inte­grat­ing this was to sim­ply gen­er­ate a map each for the pub­lic trans­port and car trav­el data and man­u­al­ly jux­ta­pose them. What I liked about this was that even though you know intu­itive­ly that trav­el­ing by car is faster, the two maps next to each oth­er pro­vide a dra­mat­ic visu­al con­fir­ma­tion of this piece of knowledge.

Compare: travel by public transport or car

Representing

Mov­ing ahead with the extra data, I start­ed to strug­gle with how to rep­re­sent both trav­el times. My first effort was to draw two sets of dots on top of each oth­er (one for car trav­el times and one for pub­lic trans­port) and col­or each accord­ing­ly. For each set I intro­duced a sep­a­rate slid­er. I wasn’t very sat­is­fied with the result of this. It did not help in under­stand­ing what was going on that much.

The gap

Showing differences

After dis­cus­sions with Alper and sev­er­al oth­er peo­ple, I decid­ed it would make more sense to show the dif­fer­ence between trav­el times. So I cal­cu­lat­ed the per­cent­age dif­fer­ence between pub­lic trans­port and car trav­el time for each postal code. This val­ue I mapped to a col­or. Here, a sim­ple gra­di­ent worked bet­ter than the palettes used ear­li­er for trav­el times.

I also dis­card­ed the idea of hav­ing two dual slid­ers and sim­ply went with one trav­el time selec­tor. Although more user-friend­ly, it cre­at­ed a new prob­lem: for some points both trav­el times would fall with­in the select­ed range, and for oth­ers one or the oth­er. So I need­ed an extra visu­al dimen­sion to show this. This turned out to be the great­est challenge.

After try­ing many approach­es, I even­tu­al­ly set­tled on using the shape of the point to show which trav­el times fell with­in the range. A small dot meant that only the pub­lic trans­port trav­el time is with­in the range, a donut means only the car trav­el time is select­ed, and a big dot rep­re­sents selec­tion of both times.

Return of the map

Final tweaks

Around this point I felt that it was time to wrap up. I had learnt about all I could from the exer­cise and any extra time spent on the project would result in mar­gin­al improve­ments at best. I added a leg­end for both the shapes and col­or, improved the leg­i­bil­i­ty of the rollover and increased the visu­al affor­dance of the slid­er, and that was it.

It's hard to stop tweaking

Thoughts

It is becom­ing appar­ent to me that the act of build­ing dis­plays like this is play­ful in its own way. Through sketch­ing in code, you can have some­thing like a con­ver­sa­tion with the data and get a sense of what’s there. Per­haps the end result is mere­ly a byprod­uct of this process?

I’m amazed at how far a novice pro­gram­mer like myself, with a dra­mat­ic lack of affin­i­ty for any­thing relat­ed to math­e­mat­ics or physics, can get by sim­ply mod­i­fy­ing, aug­ment­ing and com­bin­ing code that is already out there. I have no ambi­tion what­so­ev­er of becom­ing a pro­fes­sion­al devel­op­er of pro­duc­tion-qual­i­ty code. But build­ing a col­lec­tion bits and pieces of code that can do use­ful and inter­est­ing things seems like a good strat­e­gy for any design­er. I am learn­ing to trust my innate reluc­tance to code stuff from scratch. 

Also, isn’t it cool that it is becom­ing increas­ing­ly fea­si­ble for reg­u­lar cit­i­zens to start ana­lyz­ing data that is — or at least should be — pub­licly avail­able? Gov­ern­ment still has a long way to go. Why do we need to go through the painstak­ing process of scrap­ing this data from sources such as 9292 which for all intents and pur­pos­es is a pub­lic ser­vice?4

I will prob­a­bly make the final pro­to­type avail­able online at some point in the future. For now, if you have any ques­tions or com­ments I would love to hear them here, or via email.

Update: Alper has released a JSON file con­tain­ing all the data I used to make this. Go on and grab it, and make some dis­plays of your own!

And anoth­er update: I’ve decid­ed to make this appli­ca­tion avail­able for down­load, includ­ing source files.

  1. Those of you who under­stand Dutch might enjoy his walk­through on Vimeo. []
  2. Inci­den­tal­ly, all trav­el times in this project were from the Dam in Ams­ter­dam to all the postal codes in NL. []
  3. This we retrieved from the ANWB site. The time of day was set to 12:00 noon. []
  4. Tools like Mech­a­nize make this eas­i­er, but still. []

Sketching in code — Twitter, Processing, dataviz

Sketch­ing is the defin­ing activ­i­ty of design writes Bux­ton and I tend to agree. The genius of his book is that he shows sketch­ing can take on many forms. It is not lim­it­ed to work­ing with pen­cils and paper. You can sketch in 3D using wood or clay. You can sketch in time using video, etc. Bux­ton does not include many exam­ples of sketch­ing in code, though.1 Pro­gram­ming in any lan­guage tends to be a hard earned skill, he writes, and once you have achieved suf­fi­cient mas­tery in it, you tend to try and solve all prob­lems with this one tool. Good design­ers can draw on a broad range of sketch­ing tech­niques and pick the right one for a giv­en sit­u­a­tion. This might include pro­gram­ming, but then it would need to con­form to Bux­ton’s defin­ing char­ac­ter­is­tics of sketch­ing: quick, inex­pen­sive, dis­pos­able, plen­ti­ful, offer min­i­mal detail, and sug­gest and explore rather than confirm.

I have been spend­ing some time broad­en­ing my sketch­ing reper­toire as a design­er. Before I start­ed inter­ac­tion design I was most­ly into visu­al arts (draw­ing, paint­ing, comics) so I am quite com­fort­able sketch­ing in 2D, using sto­ry­boards, etc.2 Sketch­ing in code though, has always been a weak spot. I have start­ed to rem­e­dy this by look­ing into Pro­cess­ing.

As an exer­cise I took some data from Twit­ter — one data set was the 20 most recent tweets and the oth­er my friends list — and decid­ed to see how quick I could cre­ate a few dif­fer­ent visu­al­iza­tions of that data. The end results were: 

Today's start - timeline

one: a time­line that spa­tial­ly plots the lat­est tweets from my friends — show­ing den­si­ty at cer­tain points in time; or how ‘noisy’ it is on my Twit­ter stream, 

Neatly centred now

two: an order­ing of friends based on the per­cent­age of their tweets that take up my time­line — who’s the loud­est of my friends?,

Bugfix – made a mistake in the tick mark labels

three: a graph of my friends list, with num­ber of friends and fol­low­ers on the axes and their total num­ber of tweets mapped to the size of each point.

The aim was not to come up with ground­break­ing solu­tions, or fin­ished appli­ca­tions.3 The goal was to exer­cise this idea of sketch­ing in code and use it to get a feel for a ‘com­plex’ data set, iter­at­ing on many dif­fer­ent ways to show the data before com­mit­ting to one solu­tion. In a real-world project I could see myself as a design­er do this and then col­lab­o­rate with a ‘prop­er’ pro­gram­mer to devel­op the final solu­tion (which would most like­ly be inter­ac­tive). I would choose dif­fer­ent sketch­ing tech­niques to design the inter­ac­tive aspects of a data-visu­al­iza­tion. For now I am con­tent with Pro­cess­ing sketch­es that sim­ply out­put a sta­t­ic image.

Tools & resources used were:

If as a design­er you are con­front­ed with a project that involves mak­ing a large amount of data under­stand­able, sketch­ing in code can help. You can use it to ‘talk’ to the data, and get a sense of its ‘shape’.

  1. There is one involv­ing Phid­gets and Max/MSP, a visu­al pro­gram­ming solu­tion for phys­i­cal com­put­ing. []
  2. Some exam­ples include a mul­ti-touch project I did for InUse and a recent pre­sen­ta­tion at TWAB 2008. []
  3. I don’t think any of these visu­al­iza­tions are very pro­found, they’re inter­est­ing at best. []

Pollinator — a casual game prototype made with Mobile Processing

I wrote a game about a bee and flowers today

Last sun­day I sat down and cod­ed a pro­to­type of a casu­al game in Mobile Pro­cess­ing. I got the idea for it the evening before: You’re a bee who needs to col­lect as much hon­ey as pos­si­ble in his hive while at the same time keep­ing a flower-bed bloom­ing by pol­li­nat­ing… Play it and let me know what your high score is in the comments!

Thinking and making

I’ve been look­ing for an excuse to get some expe­ri­ence with Pro­cess­ing (par­tic­u­lar­ly the vari­ant suit­able for devel­op­ing mobile stuff) for a while. I also felt I need­ed to get back into the mak­ing part of the field I’ve been think­ing about so much late­ly: Game Design. I agree with Saf­fer, Webb and oth­ers — mak­ing is an impor­tant part of the design prac­tice, it can­not be replaced by lots of think­ing. The things learnt from engag­ing with the actu­al stuff things are made of (which in the case of dig­i­tal games is code) aren’t gained in any oth­er way and very valuable.

Get the game

I’ve uploaded the first ver­sion of the game here. You can play it in the emu­la­tor in your brows­er or if your phone runs Java midlets, down­load the file and play it like you’re sup­posed to: While out and about. The source code is pro­vid­ed as well, if you feel like look­ing at it.1

Pollinator 0.1

How to play

You’re the yel­low oval. The orange tri­an­gle in the top left cor­ner is your hive. Green squares are grass, brown squares are seeds, red squares are flow­ers and pink squares are pol­li­nat­ed flow­ers. The field is updat­ed in columns from left to right (indi­cat­ed by the yel­low mark­er in the bot­tom). A seed will turn into a flower (in rare cas­es a pol­li­nat­ed flower). A flower will die, a pol­li­nat­ed flower will die and spread seeds to grass around it. Move your bee with the direc­tion­al keys, use the cen­tre key to grab nec­tar from a flower. You can cary a max­i­mum of 100 nec­tar. Drop your nec­tar off at the hive (again using the cen­tre key) to up your score. When you first grab nec­tar from a pol­li­nat­ed flower and sub­se­quent­ly from a nor­mal flower, the lat­ter is pol­li­nat­ed. Try to keep the flower-bed in bloom while at the same time rack­ing up a high-score!

You’ll get 10 nec­tar from a flower (in bloom or not). Pol­li­nat­ing a flower costs 5 nec­tar. If you try to take nec­tar more than once from the same flower, you’ll loose 10 nec­tar.2

Improvements

Stuff not in here that I might put into a next ver­sion (when­ev­er I get around to it):

  • Ani­ma­tion — I need to get my feet wet with some script­ed ani­ma­tion. Thing is I’ve always sucked at this. For now it’s all tile-based stuff.
  • Bet­ter feed­back — For instance show the points you earn near the bee and the hive. I think that’ll make the game a lot eas­i­er to under­stand and there­fore more fun.
  • Menus, pause, game over — It’s a pro­to­type, so you get dumped into the action right away. (The game starts on the first key you press.) And there’s no actu­al game over mes­sage, the field just turns green and you’re left to won­der what to do.
  • Bal­ance — I’m not sure if the game like it stands is bal­anced right, I will need to play it a lot to fig­ure that out. Also there’s prob­a­bly a dom­i­nant strat­e­gy that’ll let you rack up points easily.

The aim was to cre­ate a rel­a­tive­ly casu­al game expe­ri­ence that will almost allow you to zone out while play­ing. I think it is far too twitchy now, so per­haps I real­ly should sit down and do a sec­ond ver­sion some­time soon.

Mobile Processing

I enjoy work­ing with Mobile Pro­cess­ing. I like the way it allows you to pro­gram in a very naive way but if you like struc­ture things in a more sophis­ti­cat­ed fash­ion. It real­ly does allow you to sketch in code, which is exact­ly what I need. The empha­sis on just code also pre­vents me from fid­dling around with ani­ma­tions, graph­ics and so on (like I would in Flash for instance.) Per­haps the only thing that would be nice is an edi­tor that is a bit more full-fea­tured.3 Per­haps I should grab an exter­nal edi­tor next time?

Feedback

If you played the game and liked it (or thought it was too hard, bor­ing or what­ev­er) I’d love to get your feed­back in the com­ments. Any­one else out there pro­to­typ­ing games in Pro­cess­ing? Or using it to teach game design? I’d be very inter­est­ed to hear about it.

  1. Not that it’s par­tic­u­lar­ly good, I’m an ama­teur coder at best. []
  2. I’m not sure this is the right kind of neg­a­tive rein­force­ment. []
  3. The auto­mat­ic code for­mat­ting refused to work for me, requir­ing me to spend a bit too much effort on for­mat­ting by hand. []