Tuesday, November 19, 2013

Spyfall

SPYFALL! This auto scrolling game is a fast pace dodging game. The player plays as Agent 74 a Spy who has found himself on a plane which happens to be on fire and missing the pilot. Agent 74 realizes that he must exit this plane and quickly! However the only parachute is attached to the enemy far below him.  If Agent 74 wants to live, he must catch that parachute before he smashes against the ground. Just as Agent 74 jumps from the plane, it explodes! Agent 74 dodged that catastrophe… or did he?



In this casual game, you dodge the debris which is falling from the airplane. In order to get closer to the enemy you must collect a balloon. You must collect 3 balloons, every balloon gets you closer to the enemy who has the parachute before you go splat. There are also ducks which fly horizontal and will subtract a balloon from your current total. If you collide with any of the debris then you lose a life. Coins will randomly fall from the sky for some extra cash.

Snapshot of prototype

This game was made using C# with the XNA framework. I worked with 2 other software developers. This game is still in production.

to be updated; when finished.

Monday, November 4, 2013

Structure of Game Production I & II

In Structure of Game Production (SGP), you are assigned a group to create a game in two month. During this time you are to make any and all editors that might be needed and meet deadlines set by the assistant producer, before core code even starts. I created the tile editor for our game.

To View the Tile Editor click HERE.

Tile Editor
Code Snippet of Rendering placement
Code Snippet of XML

With every project, teams will have the rollercoaster of ups and downs.
So what went wrong? At the start of month 1, we had 4 people on the team (including myself) and 5 people on the other team. At the end of month 1 we dropped to two people. We had lost a team mate due to grades and another dropped for personal reasons. Before we started sprint 2 “the crunch”, we were down to two people, to finish the game. Wisely the instructor decided this wasn’t going to end well. So my team mate and I merged onto the other team. I didn’t get to see my original game completed, however I was able to jump right in on the other team and really help out the game. So much in fact I ended up getting the “Course Directors” award.
With the extra team mates, we were really able to polish the game. I think it came out rather well.
The name of the game is “Blast”. You are solider trying to defend your town from the invading solider force (think of red dawn). The enemy spawns from a helicopter. Once the helicopter lands, it will spawn many different soldiers. Each solider has a chance to drop either money, which can be spent at the shop, ammo for your current gun, or a different gun. What makes this game interesting is you can hire help. But hired help has a price. They consume food, and resources. You will need to have a food depot and resource depot to keep your current hired help alive. These depots can be bought from the shop. You can also buy upgrades to your weapons and armor in the shop.

To View the Game Blast Click HERE.

Blast: Gameplay
Team Vortex (Naveen, Schad, Berry, Nate, Mike, Corey)

We scored 98 on our overall game.

Feel free to leave comments, or if you have any questions. Thanks for reading!  

Sunday, August 4, 2013

Structures of Game Design

I wanted to start this blog to show case some of the projects I have worked on in school and out. The first project is from Structures of Game Design (SGD). We were assigned to make a game in 2 weeks. The game play wasn't as important as the features that needed to be implemented. For example, Full Screen Mode, Game State Machine, Menu System (which included: main, options, how to play, high score, credits, game play), Background Music, SFX, Pause, Game Tokens (using Object Factory, Object Manager), Event System, Message System, Collision Manager, Win / Lose Screen, Intro Screen, Scrolling Credits, Bitmap Font Manager (text effects), Parallax Scrolling, Select-able Characters (3 minimum), AI Way points, Two Player Simultaneous, Key Binding and of course no compiler errors, no program crash and no memory leaks. I received 110 on this assignment.

My game design was simple; I really enjoy Futurama and have always wanted to make some sort of Futurama game. I wanted something that would be fast and easy to learn. The goal of the game is to destroy the asteroids, and not get shot by your opponent. If you are shot by your opponent, then you lose points, however if you can shoot your opponent, then he loses points.




The assets weren’t that hard to find. Yay, google. I was also able to record the theme song which I felt added that final touch. I held one laptop up to another to record the song. surprisingly it came out rather well.
As for the code, this was the class that introduced singleton’s. Every manager used a singleton, just so I could have global access to it. It made things a lot easier, but its rather unsafe and bad coding practice.




























This was also the first time I heard about lerp. I had to find something to lerp. I used a progression bar to indicate the time remaining. I think it came out rather well.







This was the first time that I was able to have free reins of what I wanted to do. Yes there were guide lines, and requirements, but I felt that this game was the first chance I was given to make a game from what I have learned thus far in the game development program.

Let me know what you think. Thanks!