Honestly this is a project that I should have told myself I didn't have the time for, but I was too passionate to let it go, so I've been spending allot of time getting very little done. Computer/Video games have been something I've wanted to work on since I started messing around with Qbasic as a kid, but moving to where the work is wouldn't work for me, and they seem a little too 'non-8-5', which my family doesn't deserve. So I'm stuck with it as a hobby.
Anyway, the project. I don't remember what I was looking up, but I stumbled across the work of Johhny Chung Lee, who has done rediculously cool things with wiimotes and PCs, some of it counterintuitively creative. So one night I got to thinking about the possibilities of PC gaming with a wiimote. I decided that the future of gaming wasn't more FPS and higher density textures, but fuller integration of the other senses. Playing golf is much more realistic when you swing something then when you just use well timed clicks. Shooting things without a high resolution mouse is more like the real thing, your arms get tired, shake, whatever.
So I came up with JavaImmersiveGaming (JIG), which I had two game ideas that I couldn't choose between, so I kept both. One is a first/close third person RPG, allot of Zelda influence, but you swing your mote like a sword/club/whatever, spin it for a flail, aim it for a crossbow, use a nunchuk and a mote for a bow, hold it aloft for your torch (allot of rooms for that). Now if you've seen Lee's work, you might recall him turning a wiimote around and using it for a camera for head tracking. When one 'mote can follow four lights, I thought you could have IR lights on gloves, and gestures of your hands could be like making a spell.
The other game was a Mecha/Giant robot simulator, allot of HeavyGear feel to it, except the robot was remotely controlled and so your POV was variable, or your guns didn't always line up with your eyes. In similator mode, HeavyGear needed alot of input, you could walk one way, turn torso another, turn your head another, each fairly independantly. Anyway, alot of the weapons work sort of like a laser targeted one, except the bot doesn't use a laser, it just interpets the angles so it's pointed the right way, makes aiming trickier because there's a variable lag in the tracking.
Really, they are just an exercise in making gaming harder, but if it makes it seem more real, I think that adds so much more to the experience. And although the hardware is somewhat elaborate compared to what is common, it's not terrifically expensive. Wiimotes are $40, Nunchucks $20, and other then that you just need IR LED's and whatever you want to use to wire them together. You can have head tracking, full room orientation tracking, whatever, it's just fancy software to interpret it, and modern PCs have underutilized cores waiting for something useful to do.