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
- 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:
Input
- Motion sensormoving or still?
Game engine
- 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
- Green: keep moving
- 3 flashes
- Red: hold still
Each level shortens the green, the red, and the gap between flashes.
Input
- Buttonsfire
- Infrared ina shot arrives
Game engine
- 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
- You press fire
- Infrared reaches the other player
- 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.
- 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
- 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
- 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
- Idea
Spell Practice
Learn to choose and cast spells before you join a game.
One device, no signals
- Idea
Fishing
Cast, wait for a bite, and reel it in.
One device, no signals
- Idea
Duel
Two players face off and can only hit each other.
- Idea
Hold the Crown
Knock out the crown holder and whoever landed the most hits takes the crown and its power.
- Idea
Zombie
Stay too close to a zombie for too long and you become one.
- Idea
The Crystal Adventure
An example of a team adventure with casters, props, and a story working together. Our mark for Aura 1.0.