Difference between revisions of "Talk:Arcade"

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(Start of Discussion)
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*Arcade controls
 
*Arcade controls
 
*Cabinet
 
*Cabinet
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*Speakers
 
*Power supply/supplies
 
*Power supply/supplies
  

Revision as of 16:57, 26 September 2008

Start of Discussion

Please add to this discussion :) (msaul)

Murray, this is not a discussion group in the sense that was meant in class. I think following are examples of what is needed:

Hardware v. Software

In my mind the first logical division is between hardware and software.

Hardware

Are we going to know what hardware this is going to run on before we assemble a software stack? Are we going to assume some spec or build a prototype?

If it were up to me, I'd have the same hardware that we use for the system assembled immediately as a testing system so ideas and changes could be promptly run through a decent quality assurance (QA) procedure.

What kind of hardware could we fit into a video game cabinet?

How would we mount it so that it could take a beating?

What do we need in terms of:

  • Mainboard (is there upside in using a small form factor like Mini-ATX, etc.?)
  • CPU
  • RAM
  • Non-volatile storage (hard disk, flash)
  • Video hardware
  • Display hardware
  • Arcade controls
  • Cabinet
  • Speakers
  • Power supply/supplies

The sooner we rig this stuff into a working configuration (even if it's in a regular case sitting in a cubicle in OSI), the better chance we have of making something good.

Software

On the software side, hadn't we better choose the game or games that we'd like to put on the system? I don't have a clue about contemporary games but I'd like to see classic card and puzzle games. My video game experience these days is on touch screen games I find at many pubs & bars around the city. But if we want to do a single game box, that suits me too.

paul