Initial Phase

  • First mock up of launcher mechanism. The servo motor would be located below the ramp that is on the side of the flywheel where the ball exits. This will allow us to control the angle of launch.

  • Nerf Gun flywheel mechanism we took inspiration from.

  • First mock up of control panel housing only LCD screen, speed knob and angle lever.

  • Initial sketch of our idea. The entire game will be enclosed in an acrylic case to prevent the ball from flying out of bounds. There is a control panel on each side for both players.

  • Side view of the game body. It is a relatively long game body as we estimated the acrylic case to be around 1 metre in length, hence we worked on making this set up compact.

  • The buildings can be stacked with magnets connecting them together so they do not fall too easily when hit as we were trying to mimic the toppling of one building when hit in gorilla.bas.

  • First mock up of gorilla platform. The gorilla will be centred and positioned a distance above the launcher.

 


Prototype

Launcher

  • We took inspiration from this ball launching kit from shopee. We kept the design of the base plate housing the motor. However, we scrapped the slope to control the ball angle.

  • First launcher design prototype attached to a launcher base plate that houses the flywheel motor and stationary wheel inspired by the shopee launcher design.

  • Reprinted the flywheel for better grip on the ball (pink circle) instead of using the original motor wheel. Distance between both wheels were too far apart for enough grip on the ball.

  • Back view of new launcher prototype. No change to base plate.

  • Top view of new launcher prototype. We decreased the distance between the flywheels. Instead of a long slope leading into the launcher, we added an inner slope that allows the ball to roll into flywheel if the launch angle is high.

  • Two halves of the launcher are joined using magnets for easy access into it in case the ball gets stuck.

  • Front view of the final launcher.

Buildings

  • We found that the magnets holding two buildings together were too strong and it would topple the entire structure if one was lightly hit.

  • Changed the building design to have ridges and indents for weaker connection between buildings compared to when they were connected by magnets.

Ball Collection Area

  • Not-to-scale cardboard prototype of one control panel and the middle section. A series of alternating slopes would lead the ball to either side's collection area. The side which the ball ends up on cannot be controlled. 

  • Scaled cardboard prototype of one control panel and middle section. Ball collection area was standardised to always land in the middle section. However, we wanted the ball to roll to the player who has a turn, which would mean each control panel had to have a ball collection area.

  • Mock up of the entire body to send for acrylic cutting. We found out that we could control which collection area the ball would end up in but this requires a transmitter and receiver which would make our circuit more complicated. However, we still really wanted to make it work if possible but in case it did not, we still kept a cut out in the middle for a central collection area.

3D Printed Attachments

  • Potentiometer attachment to control launch angle.

  • Lever to control launch angle. The slit would fit across the potentiometer attachment (previous image).

  • Potentiometer attachment to control speed.

  • Servo attachment. This would be the gate that releases the ball into the launcher when the button is pushed. This attachment is also used in the middle section's servo to control which ball collection area the ball will land in.

  • Servo attachment to house base plate. This arm controls the launch angle.

Gorilla

  • We used form modelling in Fusion360 to create a gorilla that looks like it is aiming and getting ready to throw an object as inspired by Donkey Kong. The first prototype failed as we did not connect the limbs' vertices to the body's thus they fell out easily and were weak.

  • We ensured all vertices were connected and printed a gorilla 5% of the original size as created in Fusion360.

Gorilla Platform

  • Instead of an inverted U above the launcher we made it L-shaped to make the structure less bulky looking. It is also a tube to hide the touch sensor wires.

Compact Game

  • Not-to-scale cardboard prototype of one control panel and the middle section. We initially used a hinge mechanism to fold the game when it is not in use to be more compact. 

  • We decided on three sections not connected by the hinge to be as slim as possible.

  • The sections can be stacked and kept under the acrylic case if not in use to be more compact.

 


Final Product

  • Final game

  • Front view of the launcher.

  • Two halves of the launcher assembled. We added a nozzle for it to resemble a cannon to add to the video game element.

  • Instead of the gate releasing the ball like we originally planned, we used it as a 'pre-launch' to push the ball into the launcher. The inner slope was not as effective as we thought hence this helped the flywheels get enough grip on the ball to launch. When the button on the lever is pushed, it activates the gate and the ball is launched.

  • When the button is pushed, it also activates the transmitter in one control panel and the receiver in the middle section receives a signal. The gate servo then tilts towards the opposite player's ball collection area so the ball launched by one player will land in the other player's area to prepare for their turn.

  • Gorillas standing on the building platforms. These platforms are attached using magnets. They are located on each end of the platform and equally spaced on the middle section's width for players to stack their buildings (final game video).

  • There is a ball collection area in each control panel. Inner slopes lead the ball from the middle section to each end.

  • The middle section houses the receiver and gate servo to direct the ball to its respective ball collection area. It is tilted towards the control panel containing the transmitter and only tilts to the other player when activated. Exterior slopes channel the ball to right above the gate servo slope.

  • LCD screen display throughout the gameplay.