My arduino now connects to my game engine. That’s the short of it, but I’ve had to make some slight changes. For one, I’m using Windows 7 (on Parallels Desktop on my Mac, which works fine) and Game Maker 8.1. Game Maker Studio is the cross platform, newer version (GM9 is apparently in development for both Mac and Windows–GM8 is Windows only with no plans to develop for Mac, according to Yoyo Games), but custom DLLs, which connection requires, is still iffy in Studio. Game Maker 8.1 is perfectly fine for creating many types of games, especially arcade style, 2D games, which is exactly what my goal was and is for the project.
Now that the arduino can connect to Game Maker, my next goal is to design the basic functionality of the game in such a way as to differentiate between primary and secondary functions of the physical game stand. For instance, the game stand should have at least movement options, and probably interaction options. I’m envisioning a simply designed game, movement (4 or 8 directions), shooting approaching enemies, picking up health. Game Maker can make these types of games well, and indeed there are already tutorials up for these sorts of things. Those are the primary game stand functions (I’m still drawing up my plan for this Thursday, but the project is shaping up to look like an arcade stand), but the secondary functions are what will make this project more than just an arcade game stand.
I will use number pads and LED 4×4 light matrix buttons for directed input, but the direction will now also be an integral part of the project, because the announcer for the game will have a personality beyond “you’ve reached this point where you must input such and such a code to continue playing.” The announcer will comment on the player’s progress, or lack of it, the proper way to play the game. If the player does poorly, the announcer will sarcastically comment on the player’s performance. If the player does well, the announcer will grudgingly acknowledge the player managed to do something right. With some arrogance and naivety permeating the comments for comedic relief. I’m going for a passive aggressive, caustic personality guiding the player through playing the game. In a way, this will give a voice to the attitude built into the game stand and the project. The project comments on the bad part of relations between game designers and players. Games can be pirated, so game designers are forced to build safeguards into their games to prevent piracy. In the process though, this can frustrate honest gamers with extra processes or hiccups in game performance if the game thinks that a situation could potentially be used to pirate the game, even if the game is wrong. Some games need an internet connection constantly for example, so a main server can keep checking that the game is authentic. No connection, the game won’t play, even if the internet is just on the fritz, as opposed to turning the internet off to more easily pirate a game. Also, possibly, I might include a small display screen (possible example as <https://www.sparkfun.com/products/8799> or <https://www.sparkfun.com/products/8335>) for an extra display of game mood, to really bring it over the top.