Bunker Project Log

Archive for July, 2007

31 Jul

Stub Hero: Phase II

So I made it to Radio Shack and bought some jacks and plugs and switches. The jacks and plugs are standard 1/8″ deallies. Exactly like yer newfangled Walkman has. Here’s how they came out:

cleanedupjacks

I was more concerned with the switch, and basically took a gamble. I bought a Submini Lever Switch, a Roller Lever Switch, and a pack of 4 Momentary?Pushbutton Switches.

For the first prototype, I slapped together some trim I had laying around, cardboard from the day’s Tanga shipment, and the Roller Lever Switch. I made a rough cavity in the trim for the switch to sit in, then taped it all together. Ghetto fabulous.

Here’s the side-view:

sideviewofswitch

And from the top, with the cardboard lever pulled away:

topviewburiedswitch

Surprisingly, it worked like a champ. However, since some Bunker Party bonehead erased my GH saves, I was forced to test with the first five tracks. “Infected” again. On medium this time. To prove that it worked, I went through the entire song whilst holding the camera in my strum hand. Before I knew it, I had 900 megs of video of my foot hitting a switch. Mesmerizing.

?Here’s a preview:

guitarheroeyeview

The problem is, after a single song, my foot/calve really started to ache. This could be a manifestation of my colossal wussiness, or maybe this ain’t the best way to deal with the problem.

So… now that prototype I is complete and semi-successful, I will entertain the weirder ideas. These range from tongue-clickers, voice activation, some kind of thigh-master-like doo-dah, and… others… too horrific and terrible to describe.

And, what about the Whammy? Right now I’m thinking a something similar to how the mercury switch works for Star Power, but for any movement that the guitar experiences in general. In other words, you shake the guitar, and that invokes the whammy response. (The existing mercury switch would have to be disabled, and Star power activated solely by a relocated start button.) This could be as simple as an almost frictionless potentiometer with a small weight on it (if that even exists), to a full-blown accelerometer like the Wiimote has. (Which is probably way out of scope of this project.)

If you’ve got any ideas, feel free to email them or share in the comments!

30 Jul

Stub Hero: Phase I

I’ve always felt guilty that Stub lost his hand whilst cutting trim for the DDR Room. I thought I would start atoning by making it possible for him to play Guitar Hero.

Unfortunately, the Bunker Workshop is full to the brim with crap, I almost broke my neck just getting in there.

Enter the mess

This is the current state of my workbench. If my dad could see this, he would drive out and kick my ass. Usually the week before he comes out will be spent cleaning stuff like this up.

Bunker Workbench

So anyway, back to the job at hand. I’ve never opened a Guitar Hero Guitar before, but I’m betting that it’s a simple matter of two switches for the strum bar, which Stubby can’t hit, and a pot for the Whammy, which stub can’t… well… wham.

Here’s the victim, an Ant Commandos Freedom V. I’ve chosen it because, none of the Bunker Party regulars will touch it with a ten foot pole. I thought it was decent, until the jerks at Red Octane screwed with GHII and made it unusable without an adapter (which never really worked right anyway.)

The Victim

A bunch of screws later, I get to the soft gooey center.

Broke open

I’m happy to see my assumption proven correct. Two big dumb switches, waiting to be jumped.

The Buttons

My plan is to install 2 jacks, one for the replacement strum bar, and one for the whammy mechanism. Unfortunately, the Rat Shack is closed, and if I do have any jacks around, they are lost in the aforementioned workshop. For now I will solder the leads, and test them bare, hanging out of the body.

Solder 1:

Solder Step 1

Solder 2:

Solder Step 2

Now, I had planned on a single switch for the strum bar, then realized that all of the menu navigation requires the up and down strum. So it’s off to add one more wire. Also, that 1/8″ jack will become stereo instead of mono. I also would have loved to use some red wire, but that must have been buried somewhere. Red tape will have to do.

Solder 3:

Solder Step 3

All that remained was a quick continuity test, then it’s off to the console.

Ready for testing

Besides the hour I spent actually finding the receiver units, everything went perfectly! I navigated through the menus using either of the green wires, and played through “Infected” with 5 stars (on easy… whatev.)

Stay tuned for the trip to Radio Shack and the design for the actual actuator… whatever form it may take.

27 Jul

Zombies! (and Crepes)

So, Pottse and the Berserker (who just now received that name from me, upon thinking of his Zombies! playstyle) came over and made an army’s worth of crepes, which I ate a lot of.

Then I watched those two and?Mrs. G?play “Can’t Stop” while I punched out bits to other games, and attempted (unsuccessfully) to read the rules of Arkham Horror, which I am desperate to play.

So, once Can’t Stop was over,?Mrs. G?went to read the new HP, and the men committed to Zombies!.

Our final layout

Zombies! - Gangrene's-Eye-View

3/4 Perspective:

Zombies! - 3/4 Isometric View

The game-play is simple and quick. Each turn, you draw a tile from the stack, and set it down any where you want, as long as it joins correctly with an existing tile. If you draw a tile that contains a building, it usually has a number of “bullets”, “life” tokens and, of course, Zombies that must be placed (hopefully strategically) by you on the newly placed tile. Somewhere in the stack is the helipad. This is the only exception to the normal tile laying rules. Whoever has the least amount of Zombie kills gets to place the helipad. Once the helipad is placed, it is a mad dash to the helicopter on it’s center square. The player who reaches that space first wins the game.

Once the tile is placed, you roll a die to determine how far your character can move. If you land on a square with a zombie on it, you must fight it, also by rolling the die. A roll of 4 or higher is a successful combat, the zombie is eliminated, and you continue moving the allotted spaces. If you rolled a 6 for your movement roll, and travelled through 6 squares each with a zombie on it, then you will combat 6 times that turn.

Now, if you don’t roll a 4 or above in combat, you have a two options. You can spend “bullets” to raise your die roll, or sacrifice a “life” token. Each player starts the game with 4 of each type. As an example, say I am in combat with a zombie, and I roll a 1. At this point I have 4 life tokens and 4 bullets. It would cost 3 bullets to succeed, or 1 life token to re-roll. Since that is such an awful roll, I will use a life and re-roll. This gives me a 3. Not good, but better. I spend a bullet, my roll becomes a 4, and my combat is successful. Remember the scenario above… if I am moving 6 spaces each with a Zombie, I have to do that 6 times.

Once you have completed your movement, you now make a zombie roll. This allows you to move that number of zombies on the board one space. This is great for screwing your friends, or sometimes, un-screwing yourself.

At any time during any turn, yours or your opponents, you can play cards from your hand. These range from weapons like the fire axe, to special effects, like the fear card which you will see below, to movement enhancers, like the skateboard.

In our game, I played very conservatively, building on to the map as far away as possible from the other guys, and staying away from Zombies at all costs. My strategy was to be the guy who places the Helipad, so I can just fly fly away, while the dopes are hoofing it to my little maze of paradise. The Berserker was a howling madman, and attacked everything in sight, as well as rolling Zombie-splattering sixes nearly every time. Pottse just had his usual?run of luck, killing everything that needed to be killed and gathering up lots of bullets and life.

My strategy was torn to bits when the Berserker hit a rough patch. In the game, if you lose all your life tokens, you spawn back at the start tile, with half of your Zombie kills deducted, but replenished tokens. Unfortunately, B did this twice! His Zombie count ended up just a shade lower than mine, so he had Helipad placement rights. Uh-oh.

But… when the Helipad was finally drawn… guess what he did… He put it right near my Zombie-free maze, and nearly zombie-free me! I have no idea why, but I wasn’t going to argue. (Pottse did though, hee hee.)

So, in the end, Pottse was right behind me on a skateboard, which gave him 2 extra squares of movement per turn. I was seriously sweating it. So, with the help of the adrenaline card, which doubles your movement rate, I took a chance and pulled off an amazing string of dice-rolling, moving and zombie-killing mayhem that ended with me on the Helicopter square, with no bullets and one life left. Just to punish himself, Pottse drew the card he would have had for the next turn. Which you can see below.

Gangrene’s ticket to safety… and his last life:

Zombies! - At the helicopter with one remaining life

Pottse’s next card!

Zombies! - Pottse's next card

The Fear card:

Zombies! - Pottse's Fear Card

25 Jul

New Bunker Lan Debut of Epicitude

Saturday started with the realization that the nerd surface was useless in the dark Lan/Theater Area. It was switched with the Make Trax cabinet out in the analog room. I wonder why I hadn’t thought of that before.

Anyway, with that detail and some final cleaning up out of the way, I headed off to paintball, very late. I came back dirty, bruised and coppery with sweat. All I wanted to do was take a shower. I was thwarted by the first round of guests. All told, we had 35+ people in the bunker from 4pm to 3am.

DOTA Begins – I still don’t understand the allure. These dorks played this game for 10+ hours.

dotabegins

Analoggin’ – I was glad so much stuff got played out here

fullonanalog

BigBass’s Coterie – Umm… yeah… these guys were there.

devilly

The rest:

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