week 18. applications and implications, project development
What will it do?
This project is a Mechanical Dungeon designed for tabletop role-playing games like Dungeons & Dragons. It consists of 25 individual tiles arranged in a 5x5 grid, each of which can be raised or lowered independently. This functionality allows the dungeon master to physically build rooms, walls, and terrain features in real time, offering an immersive and dynamic gameplay experience. The terrain can be modified mid-session to reflect narrative developments, puzzles, or hidden passageways.
Who has done what beforehand?
One of the most notable inspirations for this project is the inFORM system developed by the MIT Tangible
Media Group. inFORM is a dynamic shape display that can render 3D content physically by moving a matrix of
actuated pins. It allows users to interact with digital information in a tangible way, manipulating objects
and shapes in real time. While the system is not designed specifically for gaming, its concept of
programmable physical form is highly aligned with the idea behind the mechanical dungeon.
In the tabletop gaming space, several modular terrain systems exist, such as Dwarven Forge or WarLock Tiles,
which offer high-quality physical dungeon tiles. However, these are manually reconfigurable and static.
What will you design?
This project involves the design of mechanical, electronic, and software systems, along with structural components that make up the interactive dungeon platform. The key components are:
- Moving and Lifting Mechanism: A custom system where a lifting head moves underneath the 5x5 tile grid using two stepper motors (X and Y axes). Once positioned underside a specific tile, the head uses a servo motor and a solenoid actuator to lift and lock the tile in place. The solenoid performs the vertical motion, while the servo secures the tile by rotating a locking mechanism.
- Base Structure and Enclosure: A stable frame that houses the entire grid of 25 tiles, along with space to accommodate the movement mechanics and electronics.
- Control Electronics: A custom PCB featuring a Raspberry Pi Pico 2 W as the main controller. This board will manage all motor and solenoid actions and serve as the interface to an external computer through serial communication.
- Firmware / Software Interface: The firmware will handle motor control, solenoid actuation, and communication protocols. An external user interface (UI) on a connected computer will send commands via serial to define tile movements and dungeon configurations.
- Tile Tops / Skins: Each tile will have a swappable top, representing different terrain types like stone, traps, or stairs. These tops are magnetically attached, making them easy to change between sessions or even mid-game.
What materials and components will be used?
- Stepper Motors + Drivers
- Servo
- Solonoid
- 3mm MDF
- 12mm Multiplex
- GT2 Belt + Pulleys + flange-bearings
- 3D-Printing Filament PLA
- Final Project PCB from Week 8.
- PD-TriggerBoard
- USB Cable
- Barrel-Jack + Plug
- Micro Endswitches
- 2020 aluminum Profile
- Igus Drylin N 17 - Low-Profile Linear Guide + Gliding Elements
- Cable
- 3D-Printing UV-Resin ABS-Like
- Wago Connectors
- neodymium Magnets
- Machine screws
- wood screws
precice BOM is found on the Final Project page
Where will they come from?
In the BOM on the Final Project page, you find the sources, where I sourced everything
How much will they cost?
Material/Component | Amount | est. Cost in €(total) |
---|---|---|
Nema 17 Stepper | 2 | 30,00 |
PCB + Components on it | 1 | 20,00 |
SG92R Servo | 1 | 3,00 |
12V Solonoid | 1 | 2,00 |
12mm Birch Multiplex | 0,2m2 | 6,00 (30/m2) |
3mm MDF black | 0,2m2 | 2,00(10,00/m2) |
DC Barrel-Jack and Plug | 1 each | 2,00 |
Micro USB Cable 3m | 1 | 2,50 |
GT2 Belt | 1m | 1,75 |
GT2 Pulley | 2 | 2,00 |
Flange Bearing | 8 | 10,00 |
Filament | 0,5kg | 11,50(23,00/kg) |
UV-Resin | 0,2 kg | ~4,00(~19,00/kg) |
PD-TriggerBoard | 1 | 11,50 |
Rubber Feet | 1 Set | 2,50 |
Linear Guides | 3 | 11,50 |
Linear Glider | 3 | 15,00 |
Micro Endswitches | 2 | 0,50 |
2020 aluminum Profile | ~1m | 6,00 |
Screws | varienty | 7,50 |
Nuts | varienty | 5,00 |
Magnets | 150 | 35,00 |
Wago Connectors | 2 | ~1,00 |
Heat Inserts | 20 | ~1,00 |
Misc | some | 10,00 |
Result: | 203,25 |
What parts and systems will be made?
- Lifting Mechanism
- Moving Mechanism
- Custom PCB
- Frame
- Tiles
- Firmware/Software for the microcontroller
- Software/UI in Processing to controll the MechaDungeon
What processes will be used?
- PCB milling and soldering
- 3D printing
- CNC Milling
- Laser cutting
- Embedded programming
- UI development
- Molding and Casting
What questions need to be answered?
- Mechanical Load: Can the solenoid reliably lift the tile weight, especially when topped with custom terrain or miniatures?
- Positioning Accuracy: How precisely can the stepper motors position the lifting head over each tile? Will additional sensors or calibration routines be needed?
How will it be evaluated?
- Accurate Tile Targeting: The lifting head must reliably move to the correct tile position within the 5x5 grid.
- Successful Lifting and Locking: Each tile should be able to be lifted and locked in place using the solenoid and servo without mechanical failure.
- System Integration: Electronics, firmware, and mechanical systems must work seamlessly together, responding correctly to user input.
- User Control Interface: Commands sent from an external user interface should correctly control the tile movements through the microcontroller.
- Visual and Structural Quality: The final dungeon setup should look visually clean and be structurally sound enough to support miniatures and terrain.
- Repeatability and Reliability: The mechanism must function consistently over repeated use without misalignment or component failure.
What tasks have been completed?
- Lifting Mechanism
- Moving Mechanism
- Custom PCB
- Frame
- Tiles
What tasks remain?
- Firmware/Software for the microcontroller
- Software/UI in Processing to controll the MechaDungeon
What has worked? What hasn’t?
Worked
- Developing the Lifting Mechanism
- Developimh the Moving Mechanism
- Making a Custom PCB
- Building the Frame
- Design and Manufacture the Tiles + Topper
Didn't Worked
- Implementing UI on the Device it self,because of Time reasons(Display and Buttons)
- Implementing PD System(Time reason)
- Seamsless transition from every Tile to every other tile. The Path needed to be Hardcoded
What questions need to be resolved?
- How will terrain swapping and map memory/storage be managed long-term?
- Is sensor feedback (e.g., Hall-effect sensor for tile detection) necessary to improve precision?
- Can the solenoid be enhanced or assisted (e.g., spring-loaded) to handle heavier loads?
What will happen when?
- Week 18 (Project Development): Final assembly and integration of all systems. Also Creating the UI with Serial Connection to the dungeon
- Documentation & Testing: Ongoing in the final week — video, photos, and performance testing.
- Presentation: Prepare final slide and 1-minute video demo.
- Iterate/Rework: Maybe update/overhaul the MechaDungeon after FabAcademy
What have you learned?
- Skills in mechanical design and 3D fabrication for moving assemblies.
- Experience in PCB design and embedded programming with Raspberry Pi Pico.
- Integration of multiple fabrication processes: 3D printing, laser cutting, CNC work.
- The importance of iteration and testing — mechanical precision required more tuning than expected.
- Value of project planning and documentation — especially under time constraints.