Pressure Project #2
Posted: February 27, 2025 Filed under: Uncategorized Leave a comment »For Pressure Project 2, my strategy was to work on exploring some of the actors we’d been introduced to in class and think about applications. I also wanted to make something that I could see be extrapolated out into other uses, and I think that was successful. I chose to let the “mystery” be the mechanics (though I ended up making them more straightforward than originally planned), as well as how the thing itself was structured. I also wanted to focus on creating something that was smoother and ran in a more finished way by setting some attainable goals for myself, even though that is somewhat counter to the way we’re supposed to be thinking in this class, I think. I wanted the user facing side to look more finished than the programming that was holding it together (Figure 1, because everything is theatre). I tried not to spend as much time on story, this time, while still allowing for some kind of simple, cohesive structure to hold the project together. Moving forward, I’m trying to be more focused on creating interesting visuals with just enough story to hold them together, rather than being very story heavy at the expense of slightly more complex visuals (though I still think it worked well for Pressure Project 1).

Figure 1: Tape, Glue, and Paint
I spent some time working with the Stage Mouse Watcher and a lot of time with triggers. I used them as both switches within the game, as well as, ultimately, a way to reset the scene, rather than manually turning all the projectors and effects on and off each time I wanted to test things. I wish I had thought of that much earlier in the process, but at least I have that under my belt for next time, now. I also explored Gates so that my sequential trigger wouldn’t keep firing and kick the project to the next scene prematurely. I felt especially good when I figured out how to implement that, as it made the unrolling of the game itself possible. At one point, the stars that replaced the items in the room triggered if you just moved the mouse over the correct spot. Late in the process, I decided to change it to clicking on the item. The mechanic felt like it make more sense, and I’m not sure why I didn’t think of it in the first place. I worked hard to keep my workspace neat and organized. Not that it really matters in the way the thing functions, but it helped me see the patterns and try to sus out when something wasn’t working correctly and then make the necessary changes across various actors. I realized after I built everything that there might have been a better way to use User Actors and simplify things/make the initial workspace neater, but ultimately, I didn’t really mind seeing everything laid out together. I think really cleaning up my workflow is a problem for later, when I’m faster at creating and fixing things. (Figure 2 and Figure 3)

Figure 2: The Mess Behind the Scenes

Figure 3: A Cleaner Scene 2
The thing I really ran out of time for, and, I admit, I ran over on time in general, was the controller. I had a better, more designed idea, but the connections between the wires and buttons wasn’t strong enough to be consistent, and I was more interested in a smooth experience at the expense of the look of the controller. To that end, at the presentation, it felt like the controller was easy to use and understand, which pleased me. I didn’t want the mechanics of use to take away from the experience itself, so that was a win. In the things I’m creating, I’m interested in a level of engagement that doesn’t require training or too much figuring out; I want it to be easily playful and, therefore, usable for a wider array of folks.
If I’d had more time, I would have added more items to the room, though the cleanliness of the mess seemed to appeal to the users. I think there’s something to be said for a streamlined interface and screen, especially where play is involved. Users also noted that sound would have enriched the experience, and I definitely agree with that note/wish I’d had time to think of and include that. It’s, admittedly, the last aspect on the priority list, below making my project work, but something I will certainly try to leave time for in the future. This points to a need, in general, for me moving forward, which is to think through all the pieces I need to figure out for a project and make sure to leave at least some time to address them, even if it’s a little frankensteined.
I think there are uses to the things I figured out for this project, especially in relation to gate and triggers. I can see this being very useful as I move into my Cycles and the way I’m thinking about creating an experience and having interactions work in that experience. (Figure 4)

Figure 4: Success!
Figure 5: Video of Final Project