Welcome!
This page documents our team's ME218B Project for Winter 2014 quarter. The goal of ME218 sequence is to give enough background in Mechanical design, Electrical engineering and software development to enable us to develop systems that integrate all three parts into a functional "Smart Product." The task in the project is to design and build a machine that can play a challenging and fun-to-watch game against an opponent machine.
Joustball!
The game is patterned loosely on an absurd mashup of Jousting and Nerf Battle. The object of the game is to unhorse your opponent by knocking them off their steed with a lance. You may also score points by hitting your opponent with thrown foam balls or throwing the same kind of foam ball into your opponents goal. A wireless Joust Status Reporter module was provided to communicate with the field and provide game data. Information about the state of the round will be made available to your robot.
Game Play:The Match is a head-to-head contest between Knights as they attempt to score points by striking their opponent with a lance-blow, unhorsing their opponent, striking their opponent with foam balls and shooting foam balls into the opposing goal. Each Match will consist of three rounds in which the two Knights move between the regions labeled Home A and Home B. During the recess intervals between rounds, the outer walls of the playing field will be moved inwards toward the central wall creating a progressively narrow region in which the Knights may operate. A Knight may only reload (maximum: 5 balls) at the end of round two. The lance may only be deployed for a period of no more than 3 seconds at a time and must be retracted for a period of at least 1 second. A Match ends at the end of the third round or when a Knight is unhorsed.
Game Play:The Match is a head-to-head contest between Knights as they attempt to score points by striking their opponent with a lance-blow, unhorsing their opponent, striking their opponent with foam balls and shooting foam balls into the opposing goal. Each Match will consist of three rounds in which the two Knights move between the regions labeled Home A and Home B. During the recess intervals between rounds, the outer walls of the playing field will be moved inwards toward the central wall creating a progressively narrow region in which the Knights may operate. A Knight may only reload (maximum: 5 balls) at the end of round two. The lance may only be deployed for a period of no more than 3 seconds at a time and must be retracted for a period of at least 1 second. A Match ends at the end of the third round or when a Knight is unhorsed.