Milo
Brief: Develop a set of connected devices around the theme of remote experiences using the M5StickCPlus.
Play and games are considered some of the best ways to connect with people in our lives, even when we can’t be together physically. Milo, inspired by the classic game Simon, is a 1v1 colour memorisation game designed to facilitate long-distance play without the need for digital devices such as smartphones. By utilising an API system, Milo enables long-distance gameplay, encouraging users to incorporate play into their daily lives and feel closer to their loved ones, no matter the distance.
In exploring ways to sustain contact in long-distance relationships, we found that one of the most effective methods is to engage in shared activities. While the rapid evolution of digital games has greatly facilitated long-distance interaction, our project, Milo, takes a different approach. Our aim was to design a non-digital game that supports long-distance play through physical interactions, eliminating the need for a screen.
Inspired by the memory game Simon, we initiated the development of a multiplayer colour memory game. Our goal was to preserve the core appeal of a colour pattern memory game, yet adapt it for head-to-head competitive play between two individuals. To complement this, we conceived Milo to be a compact, handheld device, offering portability and a user experience akin to that of a smartphone, to tap into the familiarity and ease of use that modern users appreciate.
For Milo's development, we required an ESP32 board with internet connectivity. This feature is crucial as it allows the game's progress to be stored online, enabling long-distance gameplay. We chose the M5StickC Plus for our board, which was programmed using the Arduino IDE.
The board connects to a NeoPixel ring that indicates the colour patterns and four buttons, each representing a different colour. Additionally, we incorporated the M5Stick's built-in button, enabling players to initiate their turn when ready. The device's screen displays scores, and post-testing, we decided to use the built-in buzzer to signal the end of a player's turn and to announce wins or losses.
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Player 1 (White) initiates the first round by selecting three colours.
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A blue light indicates it's your turn. Press the side button when you're ready to play.
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The light displays the latest colour pattern, which you must memorise.
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Input the sequence by pressing the colour-coded buttons.
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If you input the correct sequence, the light will flash green, and you'll add a new colour to the sequence to send to the other player.
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If you input an incorrect sequence, the light will flash red, the other player scores a point, and they begin a new round by selecting three new colours.
Milo's construction involves laser-cut wood and glass to abandon the plastic and bright colours of typical games, which often project a childish aesthetic. Instead, we opted for a more sophisticated design featuring wood and pastel colors to convey a sense of playfulness without appearing juvenile. Large wooden caps enhance the buttons for comfortable use and a more integrated design. Furthermore, a sandblasted glass form, created through glassblowing, sits atop the design to obscure the NeoPixel and act as a diffuser for the light.