Light Rush is an exciting multiplayer game where you and up to three friends catch falling light points and skillfully return them to the top while competing against each other. Each player controls a unique character with special abilities, reacting quickly to the unpredictable light points.
The game combines fast-paced action with teamwork and strategy, making every attempt to return the light points a thrilling race. Get ready for a challenge where agility and reflexes determine the winner!
Four vertical light bars, each pointing in a different direction, separated by two wooden walls, form the centerpiece of our project. Four individuals, each positioned in front of a light bar, interact with the installation.
To control a light pixel, participants must tap on a pressure-sensitive mat controlled by a MakeyMakey. A pixel descends from above into the light bar and is propelled outward by a foot-tap on the mat, randomly moving on to the next player.
The players' objective is to prevent the pixel from reaching the bottom of the light bar. As time progresses, the speed of the falling pixel rises, increasing the difficulty. Various sound effects further enhance the immersive experience of the gameplay.
The game is controlled through pressure-sensitive floormats connected to a Makey Makey, which translates physical inputs into keyboard signals (‘SPACE’, ‘UP’, ‘LEFT’, ‘RIGHT’). When all players step on their mats, the game begins, and a pixel moves unpredictably between lanes. If the pixel reaches the bottom of a lane, the game detects the losing player, turns their lane red, and continues until only one player remains. The final winner’s lane turns green, and both red and green lanes blink before the game resets.
To enhance the challenge, a timer gradually increases the pixel’s speed every 40 seconds. Additionally, an auditory countdown signals the game’s start. The system ensures smooth input processing and real-time feedback, allowing seamless interaction between the players and the game logic.
Our initial prototype was a simple three-sided column with four LED strips, connected to loose pressure mats via a Makey Makey, serving as the control system. This setup allowed us to test the game logic before building the final version.
For the final structure, we constructed four wooden frames covered with black fabric, forming an enclosed space to enhance immersion. A central black wooden box houses all the technology, with designated openings for pressure sensor cables and the Makey Makey connection. The interactive system seamlessly responds to players' movements via pressure-sensitive mats, triggering dynamic LED effects. This refined design ensures both stability and a sleek, functional aesthetic.
We then used special brackets to attach the LED bars to the frames. The LAN cables connecting the LED bars were laid over the walls and secured in place. Since both the background and cables are black, they remain inconspicuous.
Thanks to the pressure sensors in the floor mats, the falling LED pixel can not only be pushed back up but also randomly transferred to another player.
As the game progresses, the pixel accelerates, increasing the level of difficulty with each pass from one player to the next.
Here are some pictures and frame grabs from the video of our working installation.
We received very positive feedback from everyone who tried our game, with many noting that it is highly enjoyable to play. Especially when a game progressed over some time, we observed that players became increasingly competitive, displaying genuine emotions when losing or winning.
Lara Falkenberg
Ellen Dreßler
Vanessa Stöckel
MA Interaction Design
2nd semester
04/ 2024 - 06/ 2024