SC-USVG01 - The Ultrasonic Goggles !

Hey guys, Been a long time since I posted here about something I did in Real-Live since [THE GILGAMESH]. This is another awesome experiment with Micro-controllers and yielded success beyond expectations.

The concept evolved while playing video games, mainly - Tom Clancy's Splinter Cell: Conviction. It was the first game in the series to feature a SONAR Goggles and I thought the next game would probably revert back to old NV-HV-EM Multi-Vision Goggles combo. But surprisingly (Or maybe not) they retained it. Furthermore, I also ended up making a game revolving in minimalist graphics and the gameplay heavily revolving around navigating in dark labyrinths and caves underwater using SONAR, and planned further to push the game idea on Touch Controls, and even planned a two-player co-op more for it.
(Check it out [HERE] / Review [HERE] )

The overall idea of the project quickly developed once we had chosen how the core functionality would be. The Ultrasonic Sensor that we managed to get was DYP-ME007 v2. With the beam angle of 30 degrees and range of approx. 5 meters. Well, That did it. The only thing left was getting a few more components together and getting this baby in action. Of course, the overall packaging and aesthetics were heavily inspired from the Multi-Vision Goggles of Splinter Cell and amalgamation of whatever we could salvage from our household. The Micro-controller was Atmel's ATMEGA8, that we could easily manage to grab from the market.

Now, let me explain how stuff works. The central idea was to give the user a means to gauge distance between the sensor, which is the Goggles, and the obstacles, whether static or dynamic. The core functionality needed to be extremely quick, optimized and intuitive. otherwise the whole setup was no good. We settled on the audible blips from the buzzer. The varying interval between the blips would allow the user to gauge the distances. The quickened pace of the blips would suggest the obstacle drawing closer to the user. While no blips could be heard if unobstructed. The first recorded blip was if any obstacle was at about 4.5 meters away.

The major design challenge was making it optimized. If the functionality was sluggish, users would never get the clear idea and then it would be no good. However, we did manage to make it as reactive as possible with surprising accuracy. The major challenge was packaging all components with no trouble to the user's end and making it simple as possible. We did manage to make it as simple as just Strap-It, Turn-It-On and GO!

The Micro-controller ATMEGA8 did throw some tantrums like a real 8-year old kid. But we did manage to get it working for us. And furthermore, the packaging worked out brilliantly, without making us look like bunch of idiots wearing some funky stuff.

The test trials of the device yielded success beyond our expectations, and yes, the joy of running around with the device and camera in the college campus is really priceless! (P.S. I'm the one in the Black T-Shirt with White Dragon on it.)

Here's the demo we managed to shoot. :P



And if you guys want to discuss more about the device, either comment here, shoot me an email or just contact me on Facebook. :)

BftC: Revival Project

Well, after a long time and huge amount of efforts spend on BftC Reloaded project and seeing it all go waste because of Warcraft’s Patch Shift, I finally made a Revival project that brought our beloved MOBA back from the grave. There was a time when I thought that I was done with it, forever, but things do work out a bit differently...


BftC Revival

BftC’s revival was a part of my academic project, (And thus the motive for completion even after I’ve lost my interest in it) but as usual, when I started out with it, it turned out alright. The setting, the terrain, the heroes and everything I loved in the MOBA game was back again, waiting for me. Everything old was new again and I was enjoying more than I knew.

The result was, obviously, much closer to the quality I expected from original BftC project. Although I did exceed the deadline for the project. but I guess my teachers were able to realize that I was onto something...


BftC - Revival's Terrain.

As you can see, the terrain has changed drastically, since I had to redesign almost everything there was. The new BftC terrain was streamlined, no cliffs or elevations. The environment is static i.e. Non-interactive and so far no items or economy has been added to the game.

The heroes were theme based, and all custom content. I did not use any of existing Warcraft content in the game on purpose. But the heroes do look good and function well. As always, you can expect BftC to be Balance HIGH.

As of now there are about 12 Heroes present, and I plan to add more soon. The heroes and overall look and feel of the game is inspired more from League of Legends than from Warcraft or DotA. You can expect BftC Hero Spotlight very soon. :P

Okay, that's about it for now, Stay tuned...

The Return...

Well, for the past few months, the blog was kinda abandoned as I had my hands full of other academic things that do manage to bring you closer to the computer but don't really allow you to do anything else.

Now that I'm really kinda done with them, I can finally update this blog with some other new things.

Firstly, I did manage to salvage the old project called BftC. For those who remember, it was a WarCraft III modification that never really got off the ground despite a great amount of effort poured in by it's lead developers. The BftC comes around, with 3rd remake in the row. Featuring a brand nee terrain, new heroes and much newer mechanics. And not to mention a surprisingly small map size. Nevertheless, the project did not spring to the life out of passion but, the necessity. We'll discuss about that sometime later.

On the other news, we might actually see the games I made soon coming over to Android or iOS. But that's for the far future.

Coming up in the few posts, will be the spotlights for the new BftC and map analysis and new features.

That's about it. For now.

DotA Scourge Intelligence Heroes Widescreen HD Wallpaper

At last, the final one in the set is here...
This finishes off the DotA Heroes set as of Version 6.73c



Anyways, Now I'll be doing the competitive heroes wallpaper, the community favored picks version and the furthermore the DotA Handsome Hunks and Sexy Chicks versions...

Stay tuned...

DotA Sentinel Intelligence Heroes Widescreen HD Wallpaper

Here's another one after the Agility versions... And this time a bit experimental backdrop.
Enjoy...


DotA Sentinel Agility Heroes Widescreen HD Wallpaper

Seriously, This one proved a much of challenge. Damn you Guinsoo and Icefrog for such awkward names that never get properly arranged. Still I did the best I can do with this all.


Hope you love this one too. :)

DotA Scourge Agility Heroes Widescreen HD Wallpaper

My mind seems working at an accelerated rate today. I just can't control the surge bursting through my brain. Managed to create another one in the rage. Hope you like it.


This time the job was much simpler, Once you know what you're doing it takes only a few moments to finish it up!