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The teapots are from the OpenGL Utility Toolkit, glut.

Tempest in a Teapot was really just a marketing gimmick to apply to the previously programmed Tempest video game. But after adding the teapots to the game, it just leaped out that this had to be a virtual reality experience. So the complexity has grown. To deal with this and to ship something sooner rather tha later, we have decided to ship the first part, the Teapots game, as a stand alone product.

------------------------------------ ------------------------------------ Tempest in a Teapot Concept Overview Game Title: Tempest in a Teapot Game Platform: Mobile Games: iOS Cardboard; Android Cardboard, and in October when Pixel 2 is available, DayDream. Target Age: 15-30? Rating: E10? Game Summary: Tempest in a Teapot is based on the 1980's Atari coin-op arcade game, Tempest. Each Tempest level is housed in it's own teapot and the teapots are grouped into VR astroid fields. We begin flying amoung the teapots and may destroy them by shooting them up. However, if we fly down a teapot spout we are able to earn a lot more points playing a classic level of Tempest. The spout is a tube which has enemy shapes streaming up out of the bottom which must be destroyed. Game Outline: The game play view is always out the front window of our ship. In the bottom is a clawlike gun that fires charges. (The original Tempest arcade game was vector based with no built in collision detection, so the bullets were described as charges that would destroy enemy in a zone without direct contact.) The main view will include a heads up display with the score, number of lives remaining, ammunition level, and a proximity glow to indicate the direction to the nearest teapot. Touching the input will trigger one charge to shoot out straight ahead, so you must fly your ship in order to aim the gun. Ammunition will be replentished at a fixed rate. The main goal of the game is to build up the hightest score. Game play begins looking out at the astroid field with 16 teapots in it. Lean to steer your ship into the field and aim your gun. (Note that this should be less painful than steering with neck movement. Plus moving the body in sync with the changes on the screen will hopefully help to reduce the chance of nausea.) Touching the trigger will fire a single charge at the teapots. If a teapot is hit, it will be damaged, which will be indicated by cracks appearing on the teapot. Hit it enough times and the teapot will explode. All 16 teapots must be destroyed to move on to the next level of difficulty. Tempest levels of difficulty were indicated by the different colored tubes. We will do the same by coloring teapots in the first group blue, followed by groups of red, cyan, yellow, black, and green. At the conclusion of 6 groups of 16 teapots, corresponding to the 96 total levels of classic Tempest, the high score wins. Each teapot shot down will be worth several hundred points. When you fly down the teapot spout, you will be in a tunnel made up of lanes adgacent to each other. Initially, you will remain at the top of the tunnel shooting down the lanes as enemy shapes come up out at you. The tunnel shapes may be a plane on which you can move back and forth; a closed plane allowing you to rotate all around; and even a figure 8. There are different types of enemy shapes coming up at you and each has a different way of killing you. In classic Tempest, these shapes were only line drawings. We may have to revisit that design decision for our Unity game, which will be discussed later. Tempest enemies consist of: 1. Walkers, bow tie shaped creatures who, when they reach the top of the tunnel, flip from lane to lane, trying to land on you. 2. Pulsars, which are lines streching across a single lane. From time to time, they will pulse, indicated by becoming a zig zag pattern like the electrical symbol for a resistor. When they pulse, if the gun is at the top of a lane a pulsar is on, the gun will be destroyed and you will lose a life. 3. Fuseballs look like cheerleaders pom poms waving back and forth to simulate the spark of ignition cord getting ready to detonate. In Tempest they hug the walls of the lanes out of range of your shots. until they reach the top of the tunnel and zip across the lane hoping to trap you. From time to time as they roam up and down the lanes, the fuseballs will cross the lane which gives you a chance to kill them. 5. Spikers spin up from the bottom of the tube leaving behind a spike on which you can be impaled. 6. Carriers may carry 2 of any of the other shapes. Hitting the carrier splits it in two, releasing the other shapes it is carrying. 7. As the enemy shapes come up out of the tube, they may fire back at you and you must avoid their shots. When all of the shapes have been destroyed or are on the top of the tube with you, you zoom down the tube. Don't get impaled on those spikes that have been left behind. If you get to the bottom of the tube, you will fly out of the teapot that will be exploding all around you. And you will be back in the teapot field with one less pot to shoot. Also note that tubes start of with only a few walkers showing up. But as you go on, more shapes of more lethal actions show up with each new teapot you enter. Since each enemy is also worth a couple of hundred points and there are dozens in each in any teapot, the total score increases much more rapidly when you go inside the teapots rather than staying outside to shoot them up. Movement Ideas: Flying around the teapot to get into the spout may be very hard. Perhaps we need an auto-pilot. Flying the ship into a collision with a teapot (or a zone around it) will drop the ship into auto-pilot mode. At that time the ship will slur around the globe of the teapot body to the lid on top. After we have started the movement around the body, we will then do another slur as the ship rotates to point at the spout. Once there, we will move forward toward the spout including rotating the ship to point down so when it gets to the spout, it is ready to zoom down into the spout. Note, we can't allow the ship to move though the spout or the handle, so they will get a movement script of their own to move the ship past them to the teapot body. One of the reasons the super zapper is necessary is to kill walkers coming along the top of the tube to plop on top of the ship, killing it. Perhaps instead of relying on the zapper, we could allow the ship to not only move around the top of the tube, but to also allow the head to swivel the ship so it faces the side and can blast those shapes on top. Issues: Since Atari split up, intellectual property rights for different games on various platforms was split up amoung various entities. I have no idea who owns the rights to Tempest on mobil devices. If they are being enforced, how different would i need to make the Tempest creatures or tempest play in order to not infringe on their property rights. Hopefully just having "Tempest" as part of the name won't prejudge the issue. Classic Tempest had two button inputs. One button was the trigger, but another acted as a super zapper, which would destroy all the enemy creatures on the tube. You could do that one time per level and then once more to just kill the single closest enemy. With cardboard having only one input, i have considered ways around that. One idea is to allow the ammunition level to reach full and then shooting would result in a super zap. Or perhaps a single long hold would result in a zapper instead of a bullet fire. (Only while the super zapper icon shows that it is available.) The main navigation control in the arcade game was a rotary dial. Spinning it clockwise would make the gun spin clockwise around the top of the tube, while spinning it counter-clockwise would do the reverse. My plan to navigate the top of the tube in Teapots is to simply look left or right. If looking left moves us clockwise, this would be fine when the gun was on the bottom of a circle or square. However, once we go up that left side, do we still keep going clockwise while looking left, because now clockwise movement of the gun has it moving right. I hadn't wanted to require you to move your head to match the position on the circle, because that would mean a lot of head motion resulting in a sore neck. So my solution had been to keep the gun position centered and sping the whole tube counter-clockwise when you looked left. I worry about this greatly because i saw an interview with David Thuerer, who did the original coin op programming, where he said they originally tried this with the arcade version. Because it made people nautious, they changed the control to move the gun around the top of the stationary tube. And i'm afraid the VR version would only make this motion sickness more pronounced. Unique Selling Points: I think "Tempest in a Teapot" is cute enough to get some initial interest. Then it is really important to get the mechanics of flying feeling right. If we can make the control smooth enough that it feels ok rather than being a head twitch exercise, that will go a long way to making this playable. Another feature i have considered adding is multi-player capability. I think it would be interesting to be inside a tube racking up the points when your buddy blows up the teapot around you. Similar Competing Products: On mobile devices, at least iPhones, you can buy an Atari emulator. Then you can pay extra to get the actual ROM image of the Tempest arcade game. But not having the coin-op controls makes it a very hard game to play. ------------------------------------ ------------------------------------ Teapots By Keithen 2015 January 15 Overview: Teapots is a casual game being developed cross-platform for the iOS and Android mobile devices. Gameplay consists of two parts. Initially, you are flying amongst a fleet of teapots, which you shoot up ala Asteroids. The gimmick is that, if you fly down the spout of any of the teapots, you will wind up playing a level from the arcade game, Tempest; a tempest in a teapot! Technology: The teapots are from the OpenGL Utility Toolkit, glut. There are 96 teapots, each containing one of the levels from the Tempest arcade game. The teapots exist within a globular universe so that, if you fly straight ahead, you will wrap right back into the field of play. So you will be flying in a cloud of teapots. When I saw the Epson Moverio BT-200 at the most recent AnDevCon, I knew immediately that it would be great to implement Teapots for the 3D goggles to give that feeling of being immersed in a cloud of teapots. At first pass, you can play by shooting up the teapots and having them explode. For more advanced play, you can fly down the spout of any teapot to gain more points playing Tempest within. The Tempest portion of the game also lends itself to 3D. The arcade game is based on enemies that you must destroy which are coming out of a 3D tube at you. I have already released a version of Tempest for the Atari 5200 Super System that is available through the Atari Age magazine . The application is being developed using the Marmalade cross-platform development environment. As part of this project, I propose to port the Moverio SDK to work as a Marmalade extension that I would make available to other developers. Conclusion: Funding this project would not only develop a simple to master, fun, memorable game, but also provide a Moverio Marmalade library to expand the developer audience for the Epson BT-200.