Memories of my 4. semester on AAU
As I began the blog way into my studies I will also be adding content from the past instead of just the present.
The 4. semester required sensors and sound to play a large part of the project. We made the game, Beat Ball, that uses a ball as controller and focuses on creating a one-to-one mapping between it and the game. It is sensitive to both pressure and movement (force). You play as the beat ball and have to safely progress through the downhill obstacle course while at the same time gathering as many points (stars) and score multipliers (notes) as possible. Each note collected adds a layer to the music thus making it more rich and exciting. Through the obstacle course the player will be required to jump over gaps by applying movement to the ball as well as shrinking the ball as to fit small tunnels. Shrinking is also used to absorb liquids as e.g. with water to counter fire. A clip from the playtesting session can be seen below.
Memories of my 3. semester on AAU
As I began the blog way into my studies I will also be adding content from the past instead of just the present.
My 3rd semester at Aalborg University was all about Jeff Han and his new found way of doing a multi-touch table. The technology seemed interesting and potential, so we tried walking in his steps and created a multi-touch table. A demonstration of said table showing tracking capabilities, gesture recognition, and a small sorting game using up to ten fingers can be seen below.
Level editor taking form
Happy New Year! Have had a need to do something that can take my mind off things, which have resulted in that I got some more work done on the level editor for Train Wreck. It's still very early in development. It supports zooming and translation of the grid. Currently I'm working on the parsing of the drawn levels to our level format used in Trian Wreck. The level seen in the image parses succesfully, but I've yet to stress the parsing and try out some of the more speciel track constellations possible. The goal for now is to have it parse the level made for the Train Wreck version we handed in and then expand on that.
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Level editor in progress
Creating levels for Train Wreck proved quite a hazzle during the project. All track information had to be written by hand, which makes it error prone and hard to modify afterwards. So, I’ve begun working on a level editor for the game. Hopefully I’ll have it ready at the same time we begin polishing the game.
Train Wreck handed in
Racing against the deadline with a report on the sideline we (my group and I) handed in Train Wreck a week ago. The results looks promising even though there was no time left to polish and tweak the game. Hopefully we can find the time to get together during our vacation and catch up on the loose ends. At some point I will put up a downloadable version of the game. So for now a couple of appetizers will have to do :)
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