AudioClimber by Matthew Pick  

AudioClimber is a game that is entirely controlled by a player's sound input. Players must provide an input sound with a frequency that falls within the range of the two blue lines for the squirrel to build a platform and bounce upwards.

Watch out for Enemies!
  

Bounce on top of the flying turtles and they will show their true evil form as they fall. Be careful though. If you run into the flying turtle, you will lose the game.

Fire Acorns!
  

You can also fire acorns to explode the enemy turtles. Acorns are fired when you make a loud sound such as "POP" which fills up the blue bar on the left side of the screen. After an acorn is fired, the bar will turn orange and cool down. Acorns cannot be fired during the cool down period.

Design Goals

I set out to create a game completely controlled by sound input that could be easily played by anyone regardless of prior audio knowledge. Thus, I created intuitive visualizations for the input sound that enhance the gameplay. Through each design iteration, I kept in mind the simplicity, usability, and enjoyability of the program. Users must be able to understand how to play and enjoy doing so for my game to be successful. After testing AudioClimber with my family over Thanksgiving Break and friends at Stanford, I believe I have succeeded in these goals.


M2 Progress:


I spent the majority of my time in M2 designing and implementing my game. It was very tricky to create an engaging and addictive game based on such a simple interaction model.



M1 Progress:


For M1, I focussed on implementing the basic functionality of randomly generated frequency ranges, the squirrel that bounces when the correct frequency is reached, and minor texturing.

Files and Structure

AudioClimber uses AudioClimber.cpp as the main file that controls the camera and audio input. RtAudio provides the audio callbacks. The remainder of the classes are used for the game's character such as the squirrel, shoot meter, enemies, and acorns. Each character class controlls the individual's movement, collision detection, and drawing/texturing.