FREE WAND
Swing the wand. Draw a sigil in the air.
Pick up the wand and draw a spell from the grimoire in the air. Follow the stroke you draw, and fire, water or wind is loosed into the world reflected in the mirror before you.
See how it works- EXHIBITOR
- Saitama IT & Web College
- BOOTH
- Hall 1, 01-N59
- CORNER
- Game Academy Corner
- DATES
- Sept 19–21 (public days)
- PLAY
- About 2 min. per person
* During busy periods or certain hours, the experience may not be available.
CHAPTER I
Cast magic into the world in the mirror
A large mirror in front of you shows the world you're standing in. Pick up the wand, draw a spell in the air, and fire, water or wind runs through that world. It's the motion of your own arm that sets the magic off.
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I
Swing the wand, and it becomes magic
Swing the wand and draw a sigil in the air. That motion is read, and cast as magic into the world in the mirror.
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II
Nine spells
The grimoire holds three spells each for fire, water and wind. Pick the sigil you like, and draw its shape in the air.
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III
The mirror answers
Once a spell is recognized, the mirror casts it. The reflected world catches fire, floods, and is swept through by wind.
NOTE
There's no fixed spot to stand or way to face. The wand reads its own motion, so there's no mark on the floor either. Stand anywhere, draw at any size — the only thing the grimoire fixes is the shape of the spell.
CHAPTER II
The nine spells
Three spells each for fire, water and wind. Every sigil is drawn in a single stroke — don't worry about size or tilt. Just move your arm as if tracing the grimoire's shape.
Fire
FIRE
Fire's sigils all have sharp corners. Draw each in one breath, and turn back firmly at the arrow's tip.
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Sparks
One arrow, straight up. Embers lift off trailing tails of fire
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Pillar
An inverted mark beneath the arrow. A tongue of flame climbs, wavering
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Vortex
A great triangle laid over the mark. Three flames spiral as they rise
Water
MIZU
Water's sigils have no corners. A smooth, single-stroke curve becomes the water's own motion.
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Droplet
Close the line. From the point where it lands, a ring of spray opens out
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Wave
Repeat the same sway. Water runs left and right, and floods the floor
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Whirl
Wind inward from the outside. Arms take hold of the image and drag it under
Wind
KAZE
Wind's sigils are lines that keep turning. The wind you loose doesn't stay where you drew it — it races around you, in the mirror.
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Slash
One open arc. It winds around the person, then unwinds and cuts
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Updraft
Gather low, spring up. It rises from the feet and carries the person with it
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Ring
Cross the line and bring it back. A ring lies flat and keeps turning — the wind that stays longest
CHAPTER III
The rite
Once you've picked a spell, only four movements remain. Nothing is explained on screen, no score appears — just follow the tremble of the wand and the colour of the light, and let the magic go.
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I
Draw a circle
Turn a slow circle with the tip of the wand. Magic begins to gather.
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II
Wait for the tremble
When the wand trembles, it's ready.
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III
Draw the spell
Draw the sigil you chose from the grimoire, straight into the air.
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IV
Swing it down
Once you're done, swing the wand down. The magic is let loose.
The sigil you draw is drawn into the light at the foot of the screen, and loosed into the world from there. The magic appears where that light is — not where you drew it in the air. To start over, lower the wand along your body.
No words appear on screen. No score, no gauge. All you have to go on is the tremble in your hand and the colour of the light at the bottom of the screen.
CHAPTER IV
How the mirror is made
FREE WAND reads motion with the wand, reads the spell with the mirror, and answers with an image. Keeping input, judgement and effect apart means the wand's feel and the world's reaction can each be tuned on their own.
Wand
iOS / SWIFT / ARKIT
Sends how it moved
Answers in light and tremble
movement
light and tremble
Mirror (PC)
PYTHON / MODERNGL / OPENCV
Reads the shape drawn
Decides what happens
magic
The world on screen
CAMERA + GLSL
The reality on camera,
burning, flooding, blown through
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I
The wand only sends motion
All the wand sends is the direction and amount it moved. Building the image is left to the mirror, so what's in your hand stays light.
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II
The mirror decides the spell
On the PC side, the stroke it receives is read as a single line and matched against the nine spells. Once matched, the fire, water or wind effect is layered on.
CORRESPONDENCE
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