Airsoft Canada

Airsoft Canada (https://airsoftcanada.com/forums.php)
-   Movies/Video Games/Sci-fi (https://airsoftcanada.com/forumdisplay.php?f=99)
-   -   The RFID Skull Project (or, how to play real-life HALO multiplayer game "Oddball" with Airsoft) (https://airsoftcanada.com/showthread.php?t=71651)

DonP November 26th, 2008 15:52

The RFID Skull Project (or, how to play real-life HALO multiplayer game "Oddball" with Airsoft)
 
I'll put up a web page with all the details later, but here's a video I put together that will go over the concept and leave you with more questions than answers, I'm sure. :)

WEB PAGE NOW UP HEAH

I don't actually play HALO but I got the idea for a game while watching my nephews playing "Oddball" (a multiplayer game in HALO.) So far as I could tell, in Oddball players compete for possession of a trophy/knicknack (a Skull). The winner is whoever holds onto it the longest. I'm sure there is more to the actual Oddball game, but I took it from there.

I figured I could make an Airsoft version of this quick and simple game by using a combination of clever assembly and electronics to make a self-enclosed, anatomically-correct shaped skull to:
  1. Track individual players by reading RFID tags
  2. Make the skull-holder unable to attack (by requiring the skull be held with both hands for score to be counted)
  3. Determine scores and display the results on an LCD
  4. Give a clue as the location (and provide feedback to players) with loud beeps

The result: The RFID Skull (working title) which allows up to 10 players to play a version of "Oddball" in real-life with Airsoft guns.

http://unconventional-airsoft.com/gfx/RFID-Skull/1.jpg
http://unconventional-airsoft.com/gfx/RFID-Skull/2.jpg
http://unconventional-airsoft.com/gfx/RFID-Skull/3.jpg

VIDEO DOWNLOAD HERE (Sorry, haven't posted it to any online video places because there's not any web page to go with it for more info... yet.)

If anyone has any questions, pose them below. Your questions might help me decide how to flesh out the web page when I make it. (*)

(*) Don't hold your breath too hard -- I built this about 6+ months ago and field-tested it only recently. So I'm not moving all that fast on it I have to admit. :rolleyes:

L473ncy November 26th, 2008 16:00

Dude that is SWEET I would love to see it developed further.

If you ever need any help from a programmer for some mini scripts or mini programs or whatnot you can PM me. Albeit I have to admit I'm not a very good programmer (only first year in Comp. Sci.) but I'll try to help you as much as I can.

Only compensation I ask for is my name to be mentioned somewhere like the manual in a list of contributors (and maybe some beer if I ever decide to visit :D ).

Styrak November 26th, 2008 16:06

Cool idea. So I assume the two eyes just have buttons that activate the skull, and whoever has the nearest RFID tag starts scoring?

DonP November 26th, 2008 16:06

L473ncy
Thanks for the offer but I won't be doing any more development on it. But I will put up the design and software (AVR GCC) should anyone wish to make their own though. You or anyone else would be welcome to use it as a platform to do your own thing.

Quote:

Originally Posted by Stryak
I assume the two eyes just have buttons that activate the skull, and whoever has the nearest RFID tag starts scoring?

Pretty much, except that the RFID needs to be "swiped" so after jamming your thumbs in the eye sockets you tip the skull's forehead up to your RFID tag (which is taped to your gear on your chest). It won't magically read any old nearby RFID tag - doesn't work that way. Would be cool if it did, but it doesn't.

Styrak November 26th, 2008 16:32

So you have to keep it pressed to your chest?

Flatlander November 26th, 2008 16:45

Quote:

Originally Posted by Styrak (Post 868107)
So you have to keep it pressed to your chest?

Nope, you "swipe" it on your tag. Once it reads your tag (alerts you with an audible tone) you can hold it however you wish but you must maintain both buttons pressed inside the eye sockets. If released you must swipe it again to restart your time.

The coolest thing about it is how real it looks! It'll give you all the neat little stats at the end too (player breakdown of: who had it for how much time; how many times each person captured it, etc).

Blackthorne November 26th, 2008 16:48

Bloody awesome.


I want 5.

Lorden November 26th, 2008 17:11

Yeah, think you could do a production batch? Like 20 or 25? I'm sure they'd sell like hotcakes.

Dao November 26th, 2008 17:19

Brilliant DonP! Absolutely Brilliant!

Coma November 26th, 2008 18:13

Should make a one handed model too; for those that'd like to carry a GBB or use a free hand to not fall on their faces....

Matty1020 November 26th, 2008 22:18

Quote:

Originally Posted by Coma (Post 868164)
Should make a one handed model too; for those that'd like to carry a GBB or use a free hand to not fall on their faces....

yes, that would make it a little bit easier and much more funner!
could have a mac10 or GBB pistol you could hold off attackers for a bit, at least until you gotta reload :p

ShelledPants November 26th, 2008 22:22

Quote:

Originally Posted by Matty1020 (Post 868314)
yes, that would make it a little bit easier and much more funner!
could have a mac10 or GBB pistol you could hold off attackers for a bit, at least until you gotta reload :p

I believe the point of Oddball was to have the person with the skull unable to defend themselves while in possession of it. You're not really intended to have the skull for long, but if you repeatedly kill the skull carrier, you'll ultimately start racking up more points by the end of the game.

Oddball would be an awesome addition to most CQB facilities. Very fast, wild gameplay as there is no incentive to kill anyone who doesn't have the skull, unless they're in between you and the skull. :)

T_A_N_K November 26th, 2008 22:56

Very cool design, it would sure add a twist to the game, an option for two hand and one in the same model would be ideal though. Any idea what initial cost of on these babies would be? I suppose you can make a base model and the customer can customize the aesthetic details himself.

megaman November 26th, 2008 23:10

the game concept is a blast. we tried it about a month ago,the buttons can be a little tough to keep held down when the adrenaline gets going but it was definitely a good game. thanks for the test run don!

Styrak November 26th, 2008 23:32

Maybe you already accounted for this, but can you reach the buttons with a thumb and index finger or middle finger (one handed)?

Forever_kaos November 26th, 2008 23:56

Quote:

Originally Posted by ShelledPants (Post 868316)
I believe the point of Oddball was to have the person with the skull unable to defend themselves while in possession of it. You're not really intended to have the skull for long, but if you repeatedly kill the skull carrier, you'll ultimately start racking up more points by the end of the game.

Oddball would be an awesome addition to most CQB facilities. Very fast, wild gameplay as there is no incentive to kill anyone who doesn't have the skull, unless they're in between you and the skull. :)

Be more specific :P I consider 99% of everyone to be between me and the skull, some how.

Man this is great, if you did end up making and selling these it'd be amazing!
People are lazy ya know.

DonP November 27th, 2008 12:38

Quote:

Originally Posted by ShelledPants (Post 868316)
I believe the point of Oddball was to have the person with the skull unable to defend themselves while in possession of it.
[...]
Very fast, wild gameplay as there is no incentive to kill anyone who doesn't have the skull, unless they're in between you and the skull. :)

This is exactly right. Allowing the skull-holder to fight changes the dynamic completely. As soon as you grab the skull you shift 100% to escape-and-evade.

We tried a variation where there were 2-man teams (due to a shortage of RFID tags) and it changed the game completely. Was not nearly as good, quick, or as fun.

The fun and dynamism comes from somewhere in everyone else being an enemy (but not a clear and present danger) until you're the one holding the skull and suddenly have to 100% shift to Escape and Evade. It also allows the skull-seekers to be much more freely aggressive (and therefore keep the action fast) when you hunt down the skull because you know the skull-holder can't shoot back.


Quote:

Originally Posted by Styrak (Post 868344)
Maybe you already accounted for this, but can you reach the buttons with a thumb and index finger or middle finger (one handed)?

Sure, but unless you have gorilla hands, are holding it in the crook of your arm, or against your chest you still need the other hand to hold the damned thing.

This dances around the point though. You're not supposed to be able to attack while holding the skull. The button design is a simple way to remind/enforce this. A player might discover some acrobatic method of one-handing it, but at the end of the day if you're doing that so you can break the "no attacking while holding" rule, that's not thinking outside the box. That's cheating.


Quote:

Originally Posted by T_A_N_K (Post 868332)
Any idea what initial cost of on these babies would be? I suppose you can make a base model and the customer can customize the aesthetic details himself.

I have no plans on making them, but if I did they would surely be hundreds (probably many) each to justify the work involved, even figuring that I wouldn't have to repeat the testing and circuit design.

One thing it does demonstrate is that careful measuring and planning and finishing is mainly what separates a nice looking, finished product from a functionally-similar hack job. I'm very pleased with the way I was able to make it self-contained and preserve the look of the skull (which is an anatomically-correct one from a medical supplier) - for example hiding the power switch and charger jack in the upper palette, and the LCD inside the hole where the vertebrae would go. In other words, not adding any more holes than were already there and not having anything electronic sticking out or otherwise obviously visible.

m102404 November 27th, 2008 13:32

Neat idea...it'd be a fun game to try....

Though I can't help but picture using 3-hole bowling pin grip to carry the skull...

grimreefer November 28th, 2008 23:41

Fantastic idea and a much better production than we could hope for! I would consider buying one most definitely. However, an option to carry the skull one handed would be necessary. Not to attack... but running for your life through rough terrain without being able to move your arms around for balance can be dangerous.

MadMax November 29th, 2008 00:06

Excellent project DonP!

Now that I think of it, I like the idea of not being able to shoot while holding the skull. If you're going to make a fun and unusual game, go all the way and make something really different.

Maybe you can augment the skull by adding a voice feature so the skull murmurs disturbing things and disses yo mama while you hold it.

Could you use the RFID antenna in it to activate game events? For instance if you take the skull to a particular terminal in the field (say hidden in a tombstone) could you unlock a Trigger Master upgraded M249 behind the tombstone and become the terrible headless horseman armed with a M249?

Maybe the tomb has the disabled M249 and a shot detecting helmet which triggers a moscart full of ketchup. The helmet has a face shield and you don some heavy gloves so you're impervious to all hits except for a dramatic headshot which makes the helmet 'splode into a gruesome piff of Heinz and spaghetti.

I see some pretty funny combinations with your previous projects.

DonP December 2nd, 2008 15:57

Quote:

Originally Posted by grimreefer (Post 869429)
However, an option to carry the skull one handed would be necessary. Not to attack... but running for your life through rough terrain without being able to move your arms around for balance can be dangerous.

It's not like your hands are handcuffed behind your back - you're just holding a small object in your hands. If you fall, you drop it and catch yourself if you need to.

:confused: I can't see how it could be a serious safety risk any more than humping a rifle (2 handed grip on an object in front of you) through rough terrain.

Quote:

Originally Posted by MadMax (Post 869445)
Could you use the RFID antenna in it to activate game events? For instance [...]

Hmmm... that hadn't occured to me. Could even use the skull like a "ball" which is used to "score" for your team.

Quote:

and a shot detecting helmet which triggers a moscart full of ketchup. The helmet has a face shield and you don some heavy gloves so you're impervious to all hits except for a dramatic headshot which makes the helmet 'splode into a gruesome piff of Heinz and spaghetti.
Oh man, I am speechless. This would be simply too cool - not to mention an awesome photo op.

ShelledPants December 2nd, 2008 15:59

Quote:

Originally Posted by DonP (Post 871873)
Hmmm... that hadn't occured to me. Could even use the skull like a "ball" which is used to "score" for your team.

That would make the TTAC3 Bunneh Push awesome. :D

johjoh December 2nd, 2008 22:54

great idea Don continue watching your nephews playing more games u might come up with even cooler stuff and make more money :D lol

ToRN December 2nd, 2008 23:51

How much did you get the RFID kit for? and where? I might be looking for a similar project (not airsoft related)

MadMax December 3rd, 2008 00:34

Quote:

and a shot detecting helmet which triggers a moscart full of ketchup. The helmet has a face shield and you don some heavy gloves so you're impervious to all hits except for a dramatic headshot which makes the helmet 'splode into a gruesome piff of Heinz and spaghetti.
Quote:

Oh man, I am speechless. This would be simply too cool - not to mention an awesome photo op.
Ever since you sent me that strike detection circuit I've been wanting to embed it into a Protec helmet and make a game prop. I've been thinking of a scenario where a player can find a big bag of fictional PCP and become a raging druggie impervious to body hits in the next scrim. They don the helmet and full face protection as well as heavier clothing and enter the next scrim with twin machineguns with no slings. The double guns prevents properly shouldered and aimed shots because they're too "tweaked" on PCP. Additionally the drug crazed maniac is not allowed to take cover in buildings because their supposed to be blood lusty and not camp somewhere. They're really supposed to flail about in the open screaming "BAITCAR!111" and shower everything in sight with pellets.

MadMax December 3rd, 2008 00:35

Quote:

Originally Posted by ToRN (Post 872266)
How much did you get the RFID kit for? and where? I might be looking for a similar project (not airsoft related)

http://www.parallax.com/Store/Microc...me,ProductName

ToRN December 3rd, 2008 01:53

Thanks Carl.

Lorden December 6th, 2008 20:40

Will you be releasing the source, circuit and components used soon? I intend to get one of my electronically gifted friends to build me one.

DonP December 8th, 2008 19:43

Sure, but realistically probably not until the new year since I'm busy with work and then there are the holidays.

And for the components a Canadian source for the RFID stuff is hvwtech.com (located in Calgary).

Red62 December 10th, 2008 17:58

omg that's amazing. Don't forget the implant hole at the back. =P I can thing of a couple of games for that.

L473ncy December 10th, 2008 18:59

Are you gonna post up some basic instructions and materials?

Team SWATT wants me to make one and I might as well pick up some electronics while I'm in Van.

EDIT: Also is that a breadboard in the skull? Should I go that route or with a standard PCB? What kind of materials am I looking at an an approximate cost from a hobby store (not The Source cause that shit is like 10x more expensive than a local electronics hobby store)

DonP December 11th, 2008 18:20

I should have details up in the new year.

In the meantime: If you really need to "pre-shop" then the key non-discrete parts are the RFID module (used a Parallax serial RFID unit), a serial 8x2 LCD, and an ATMEL ATMEGA8 microcontroller. And of course, one anatomically-accurate skull.

That is not a breadboard in the skull. It's perfboard plated on one side.

voorhees -FWA- February 1st, 2009 21:00

I wanted to know if any progress on this project as to the "how to" has been updated, as my interest is peaked - thanks.

DonP February 2nd, 2009 13:24

Actually yes! Here is a LINK.

I provide an overview, the schematic for the electronics, and the source code (and precompiled .HEX file) for the microcontroller.

If any of that is just jibba-jabba to you, then you're going to have trouble making your own. :P

voorhees -FWA- February 3rd, 2009 00:46

awesome... thank you.


All times are GMT -4. The time now is 11:05.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.