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candy candy candy

a dance game built in a week: align your body with gummy bears, and the webcam is the controller.

image cominghero · a player mid-dance, gummy bears on screen (one screenshot or photo)
what it is

a dance game built in one week. the webcam tracks your body with the p5 ml computer-vision library and you have to align your limbs with gummy bears on screen. movement is the controller.

what i did

solo, for the playful prototypes course: pose detection, hit-testing body points against targets, the timing and feedback loop, and the candy aesthetic.

what happened

a working browser game in seven days, playable below. what people did with it that you did not expect · a number if you have one

speci
rolegame designer + developercontextplayful prototypes · 2024timelineone weekstackp5.js · ml5 pose detection · webcamplayon openprocessing ↗
the idea01

most dance games hand you a controller and ask you to hit buttons in time. this one takes the controller away. the camera is the input, your body is the cursor, and the targets are gummy bears because a game that makes you flail should at least look sweet.

one more sentence on where the idea came from.

play itwebcam needed
allow the camera, stand back until your shoulders are in frame, then match the bears. open full size ↗
decisions02
the body is the inputwhy pose tracking over keys; what it changed about difficulty and joy.
gummy bears as targetswhy candy; how target size and placement tuned the game.
a week, scoped hardwhat you cut to ship in seven days.
feedback loophow a hit or a miss reads at a glance.
how it works·
  1. detectml5 posenet finds 17 body points from the webcam feed, every frame.
  2. targeta gummy bear appears at a position and a body part is named.
  3. matchwhen that body point lands inside the bear for long enough, it counts.
  4. escalatewhat changes as you score: speed, count, parts.
reflection03

one honest paragraph: what a week teaches you about scope, what a second week would add.

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