The Project Idea is to preserve the user experience from the past games and to bring them into our days and to the IOT era
During my work i’ll try to deal with this assignment through different aspects. Firstly i’ll enlarge the game’s scale to give the user more perceptible experience.
In order to challenge the participants i’ll cancel the colour division of the different parts, except of the red car. In addition the design of the vehicles will be abstracted
By gestures of light and sound the game will interactive with the players and will guide them if needed
I’ll try to combine between a virtual interface and the mechanical movement of the part in one direction
The game will be Cad to Cam manufacturing and i’ll be facing code writing, electronics and parametric ingredients.
First clue: After pressing the reset button and replacing the parts following the instructions each part will be lighted with a substantial colour
Second clue: The first move will appear automatecly
Third clue: By gestures of sounds the player will be notice if his move is in the right direction
Last option will reveal the solution and the parts will be moving autonomously. colour
Rush Hour is a sliding block puzzle invented by Nob Yoshigahara in the 1970s
The goal of the game is to get the red car out of a board
The board is a 6x6 grid with grooves in the tiles to allow cars to slide, and an exit hole which according to the puzzle cards, only the red car can escape
The game comes with 12 cars and 4 trucks, each colored differently. The cars take up 2 squares each; and the trucks take up 3
The regular version comes with 40 puzzles split up into 4 different difficulties, ranging from Beginner to Expert. Each puzzle card shows which colored cars get placed on the board and also where they should be placed. Each card has a different level number. The higher the level number, the more difficult the puzzle
Cars and trucks can only be moved within a straight line along the grid. They cannot be rotated.