Components, the game engine, and games

Every Aura device runs the same game engine, which works with a growing list of hardware components. Play the games that exist, or add your own devices and code to an ever-expanding world of fun.

Aura is in prototype. You can't buy or build one yet, but the code is open to read.

Prototype components

Input

Buttons
Two buttons. Each game decides what they do.
Motion sensor
An accelerometer that senses when the device moves.

Output

LEDs
24-bit color LEDs for animations, warnings, and progress.
Sound
Plays recorded audio clips through a built-in speaker.
Haptics
A vibration motor, so you feel what happens.

Core

Microprocessor
An RP2350 running CircuitPython, chosen so the code is easy to read and change.
Storage
An SD card to store games and game data.
USB-C power
Runs from an ordinary USB-C battery pack.

Communications

Infrared
Sends a signal in a line, a cone, or an area, and receives hits from other devices. Line of sight only.
  • Line
  • Cone
  • Area

Blue players are reached. A wall stops infrared.

Radio
An RFM69HCW module that sends messages from device to device, with no phone or Wi-Fi. Designed for 100+ meters between handhelds, and 1000+ meters with stationary devices.

Reaches everyone, through walls.

Game engine

The game engine is the software that turns components into games.

Rule
How the game responds to player input, communications, and time.
When the timer runs out, the round ends.
Effect
What players see, hear, and feel.
Pulse the lights and play the warning sound.
Scene
The rules and effects that combine into a game.
Red Light Green Light is one scene. Tag is another.
Pack
Shared rules and effects that make it easier to build new games.
The elemental magic effects, ready for any game to use.

Choose a game to see how it works:

Three components and a handful of rules make a whole game.

Input

  • Motion sensormoving or still?

Game engine

Red Light Green Light scene
  • rule: moved on red → game over
  • rule: stopped moving on green → game over
  • rule: round survived → level up

Output

  • LEDsgreen, warning, red
  • Soundwarning, level up

One round

  1. Green: keep moving
  2. 3 flashes
  3. Red: hold still

Each level shortens the green, the red, and the gap between flashes.

Tag adds one component, infrared, and now what you do reaches other players.

Input

  • Buttonsfire
  • Infrared ina shot arrives

Game engine

Tag scene
  • rule: fire pressed → send a shot, ammo -1
  • rule: shot received → hitpoints -1
  • rule: hitpoints at 0 → out

Output

  • Infrared outthe shot
  • LEDshit flash
  • Soundshot, hit
  • Hapticsbuzz on a hit

One exchange

  1. You press fire
  2. Infrared reaches the other player
  3. They flash, beep, buzz

A shot only lands if you're pointing at them.

Games

Games range from one player with one device to a whole team on an adventure. Each card shows how far along that game is.

  1. Playable on the prototype

    Red Light Green Light

    Move on green, freeze on red. Each level gets faster.

    • Done: Movement detection
    • Done: Sound and visual effects
    • Done: Ten levels of difficulty

    One device, no signals

  2. Playable on the prototype

    Tag

    Infrared tag, a free-for-all for now.

    • Done: Firing, hits, hitpoints, and ammo
    • Done: Works with off-the-shelf infrared tag gear
    • To come: Shields
    • To come: Teams

    Infrared

  3. In progress

    Magic Tag

    Choose a spell, cast it, and counter the ones that hit you.

    • Done: Spell rules
    • Done: Element light effects
    • To come: Gesture casting
    • To come: A playable game

    Infrared

  4. Idea

    Spell Practice

    Learn to choose and cast spells before you join a game.

    One device, no signals

  5. Idea

    Fishing

    Cast, wait for a bite, and reel it in.

    One device, no signals

  6. Idea

    Duel

    Two players face off and can only hit each other.

    Infrared

  7. Idea

    Hold the Crown

    Knock out the crown holder and whoever landed the most hits takes the crown and its power.

    InfraredRadio

  8. Idea

    Zombie

    Stay too close to a zombie for too long and you become one.

    InfraredRadio

  9. Idea

    The Crystal Adventure

    An example of a team adventure with casters, props, and a story working together. Our mark for Aura 1.0.

    InfraredRadio