My team and I built Indiana Jones Minecart Adventure world in 3 weeks for Building Virtual Worlds class. The project was showcased in the final spring festival at Carnegie Mellon University's Entertainment Technology Center.
Story: Guests in line are recruited to help Indiana Jones on his next adventure to capture the fabled Cabeza de Cibola - an ancient idol said to have mystical powers. As guests enter, Indiana explains to them what we will be looking for, and that Beloch and his men followed us here. While the idol is quickly discovered, Beloch lurks around from the corner, holds up Indy and his new recruits at gun point, and steals the idol. The only chance of catching up with them is by taking a chance in the mine cart. After a series of snakes, hills, bombs, and lava, guests discover that they had driven Beloch and his men to Indy's new location where they were forcibly tied up, allowing the guests and Indy to reclaim their idol.
Gameplay: The cart can accommodate up to 4 people while providing different types of interactions. The interactions include a brake to speed up and slow down to avoid oncoming obstacles from the side, and a flashlight to better see certain areas. There is also a whip which allows the guest to hit close range objects (track switches and snakes) with a large amount of power, and a gun which allowed the guest to shoot snakes and track switches from a further distance with a lesser amount of power. The guests also have the ability to lean left or right which causes the cart to pop up on two wheels and avoid certain obstacles on or near the track; if obstacles are hit the cart will slow down. Indy can communicate with the cart via walkietalkie.
Tech: The interactive elements were implemented using Playstation Move. The brake (leaning forward/backward) was based on the controller's angular displacement detected via gyroscope, as was the gun's aiming system. The whip was a combination of gyroscope and accelerometer calculations, allowing the whip to hit on either the left, center, or right-most display. Additionally, the leaning mechanism was through a hot-keyer on the computer, reacting to the majority of guests leaning left or right.
The cart was able to tilt due to 4 pneumatic air-bags (one in each corner) controlled by phidgets. They inflated/deflated in the corresponding direction if the angle of the cart exceeded 12 degrees. For example, if the cart leaned forward by 12 degrees, the back two airbags would inflate to give the impression the cart was leaning forward.
My role in this project was too implement the physical and digital interactions as a programmer and level designing.