Tuesday, 11 December 2007

Thursday, 6 December 2007

Wednesday, 5 December 2007

Layout of Room

We have successfully booked MG.5, so can now plan how we want the room to look. There is however a problem with the room, it is longer than anticipated, and the props could potentially be lost. There is the danger that the user will just end up wondering around in empty space and not actually setting off any pressure pads. As a result we are now considering the use of flats to divide the room up and give the appearance that it is smaller than it actually is. The plan is as follows:







Screen one will also act as a half way house, between outside the room and the installation, which will should be affective as it will prevent light flooding into the room when the door is opened revealing what is inside, it will also help to set up the idea that there is mystery to the piece, the user does not know what will happen and they will expect to find out as soon as the door opens but the use of this screen will prevent that.

Tuesday, 4 December 2007

Monday, 3 December 2007

Flash Update 2

//this sets up the variables

var nBlindpad1:Number = 0;
var nBlindpad2:Number = 0;


blind_mc.onEnterFrame = function() {
if (Key.isDown('LEFT')) {
//if when the left key is pressed attach this sound

sound_play_mc.onPress = function() {
doctor1_sound = new Sound(this);
doctor1_sound.attachSound("doctor1.WAV");
doctor1_sound.start(0, 1);
doctor1_sound.volume = 50;
//also change the following variables by these amount
nBlindpad1 = nBlindpad1 + 5
nBlindpad1 = nBlindpad2 + 5
trace(nBlindpad1)
//check to see if it's reached 5
if(nBlindpad1==5) {
trace("doctor1.WAV")
}
// if the variable has reached 10 or more play doctor2.wav
// and attach this sound
}
else if (nBlindpad1 =>10){
trace("doctor2.WAV =>10")
sound_play_mc.onPress = function() {
doctor2_sound = new Sound(this);
doctor2_sound.attachSound("doctor2.WAV");
doctor2_sound.start(0, 1);
doctor2_sound.volume = 50;

}


blind_mc.onEnterFrame = function() {
if (Key.isDown('UP')) {
//if the up key is pressed attach doctor3.wav
sound_play_mc.onPress = function() {
doctor3_sound = new Sound(this);
doctor3_sound.attachSound("doctor3.WAV");
doctor3_sound.start(0, 1);
doctor3_sound.volume = 50;
//also change the varibles by this much
nBlindpad2 = nBlindpad2 + 3
nBlindpad2 = nBlindpad3 + 3
trace(nBlindpad2)
//check it has reached 5 if it has play sound
if(nBlindpad2==5) {
trace("doctor3.WAV")

}

// if the var equals 8 or more play doctor4.wav
else if (nBlindpad2 =>8){
trace("doctor4.WAV =>8")
sound_play_mc.onPress = function() {
doctor4_sound = new Sound(this);
doctor4_sound.attachSound("doctor4.WAV");
doctor4_sound.start(0, 1);
doctor4_sound.volume = 50;

}
}
}

Flash Update 1

Our first attempt was as follows:

var nBlindnumbers:Number = 0;


blind_mc.onEnterFrame = function() {
if (Key.isDown(86)) {

sound_play_mc.onPress = function() {
doctor1_sound = new Sound(this);
doctor1_sound.attachSound("doctor1.WAV");
doctor1_sound.start(0, 1);
doctor1_sound.volume = 50;

nBlindnumbers = nBlindnumbers + 5
trace(nBlindnumbers)
//check to see if it's reached 5
if(nBlindNumbers==5) {
trace("doctor1.WAV")

}
else if (nBlindnumbers ==10){
trace("doctor2.WAV ==10")
sound_play_mc.onPress = function() {
doctor2_sound = new Sound(this);
doctor2_sound.attachSound("doctor2.WAV");
doctor2_sound.start(0, 1);
doctor2_sound.volume = 50;

}


}

Saturday, 1 December 2007

Working with Flash

The main problem that we face in terms of the flash side of the project is that it is going to be extremely complicated to link them all to each other in way which allows for a different outcome to take place if a certain route is followed around the room. For example, if the user goes to pad 1 before pad 2 we want this to change what happens at pad two. The best solution that we can think of to solve this complication is to give each pad its on variable, and also that each pad will alter all of the pads, well the ones that it needs to, for example if pad 1 adds 5 to a variable and pad 2 adds 3 to a variable, if the user goes to pad1 and 2 before going to 3, 3 variable will already be at 8, whereas if the user just goes straight to pad 3 its variable will be at 0. As a result the output will be different to the previous route to the path. It will trigger different sound once the variable is over 5, this will be regardless of how many it is over 5. Through this web of code we can control who the user progresses through the piece and the information that they receive along the way.

Ordering Hospital Supplies

The original plan was to include two beds in the space, as well as other hospital props. e.g. a lighting panel, over bed tables etc. We began to research into prices and contacted several different prop firms. Unfortunately the prices were a lot higher than we had previously anticipated, and once VAT and delivery were added to the costs it began to limit our options.

As a result we limited our plans to just one bed and one screen. We felt that even though we had to sacrifice props the piece could still be effective and if put together well would still be effective.

In the end we decided to use a company called PropHireDeliver, which was relatively close in location and had the equipment that we required at a competitive rate.