Tyler
Kirkman(Programming)
Dang Khoa Nguyen(Programming)
Thomas
Kresge (Audio Composer)
·
Overview
o
Motivation: This project was created
because of a love for retro action games, Ghosts and Goblins, Castlevania, etc.
o
Objective: Your best friend/princess has
been kidnapped by the evil demon king! It is up to you, Kinna
to rescue her and save the day! Fight through hordes of evil plants, wicked
zombies, and their Necromasters to reach the Demon
King and rescue your friend!
·
Main Features
o
2D Sidescrolling
Action!
o
Original Music composed for this game!
(Credit: Thomas Kresge)
o
16 Bit Styles!
·
Gameplay
o
Gameplay is a 2D sidescrolling
action game, one moves right across the screen and attacks or jumps over the
enemies on the screen in order to reach and defeat the boss.
o
Characters consist of
§ The
Main Character, Kinna
·
·
Her movements include sideways running,
vertical jumping, and single-handed weapon attacking.
§ Petal
Plant
·
·
Fires a single petal horizontally in Kinna’s direction.
§ Flying
Fairy
·
·
Moves in a sinusoidal motion in an
effort to strike Kinna.
§ Fire
Flower
·
·
Uses 3 attacks!
o
Fire blast: Shoots a ball of fire at Kinna
o
Petal Burst: Fires 3 Petals in an angle
at Kinna.
o
Petal Shot: Fires 1 Petal in a
horizontal line at Kinna.
§ Skeleton
Soldier
·
·
Merely shambles towards Kinna in an effort to strike her.
§ Skeleton
Captain
·
·
Fires a Light Bullet at Kinna!
·
Summons Skeleton Soldiers as minions to
attack Kinna!
o
Resources consist of
§ Health
Bar
·
·
When all heart is lost, you lose one
Live. You gain new hearts by defeating bosses.
§ Lives
·
When Kinna
runs out of her allotted lives, the game ends and you return to the main menu
to begin again.
·
User Interface
o
Main Menu
§
o
Game Screen
§
o
Controls
§ Controls
consist simply of the A and D buttons for horizontal movement, Space Bar for
Jump, and Left Mouse to attack enemies
·
Main Difficulties
o
Time Constraints
§ It
was difficult for this team to find time to work together on this project, as
we both had other classes and projects on which we were expected to divide our
time. I also have a part-time job which gave me even less time with which I
could work on this project.
§ On
the code side of this, different computers run at different speeds, so it was
difficult to implement a universal clock that ran properly across all systems.
As a result, animations were not done properly and velocity calculations were
affected.
o
Engine Issues
§ Our
engine was SFML, which is not truly a Game Engine in the classic sense. It
merely is a platform which allowed us to load images and sound files. We ran
into several DLL errors and incompatibilities due to Graphics and Sound Cards.
·
Current Improvements
o
Since the final demo we have improved
the object loader further, making the system much more efficient.
o
Our projectile code has been gone over
and ostensibly the errors that have been plaguing us have been resolved.
·
Future Plans
o
In the future, it is the hope of this
designer to replace any art downloaded from the internet with original art made
for this game.
o
Any and all issues involving movement
and collision calculations will be solved.
o
Further stages and enemies will be added.
o
Items and new powers will be
implemented.
o
A score system and cheat codes will be
added
o
If it reaches a point where it’s
polished enough and there is all-original content in this game, it is the wish of this designer to publish this game.