
Celestial Carnage
Blueprints
6
12 weeks
‘Create a game that modernises and adds a twist on to a classic game’ : Missile Command (1980)
First Year Trimester 2 University Project
Grade awarded: B
Team collaboration, Design, Project Management
Group Project
This was a group project that developed our ability to collaborate between departments.
Our team consisted of students which were 3 programmers, 2 artists and a game designer.
Each of us had designated responsibilities, along with my programming responsibilities I took on the role of project manager as well which required designation of tasks, collation of documents, submission of works, and management of source control.
We used a Gantt chart to map out responsibilities over time and set priorities on tasks to improve workflows.
Multiplayer same-machine game, 2.5D game development
Controllers
For this project I implemented the core functionality for both the turret and the mech players.
The turret heads rotate to aim at the cursor and fires towards air enemies.
The mech moves across the floor to defend against the ground enemies, being equipped with a sword and flamethrower
AI, Arrays, Balancing
Enemies
Mothership enemy that patrols the top spawning the minions, this follows a wave based system.
X wings - movement logic implemented by colleague, I implemented the firing logic. They patrol a f ew points then pick a random tower to shoot then repeat.
Dinosaurs - spawned in by mothership then look for the nearest tower to attack, if the player enters vicinity they target the player instead.
Wave based system, balancing
Gameplay
I implemented the gameplay loop logic, creating a function to determine how many spaceships and how many dinosaurs are spawned per wave.
Implementation of triggering of Game Over screen and various UI elements