Final Projects

July 1999


Babylon 5, the 291 Saga

The Shadows are attacking Babylon5, and you are a turret gunner on the rotating portion of the ship(Babylon5). Stop the impending shadow advance, while not destroying any friendles that are helping you defend the station against the Shadows. Uses 640 by 480 resolution, 256 color. Sound included along with the rising heat from laser fire until gun shuts down. Mouse and possibly joystick movement control of turret(half-sphere rotation allowed on turret). Please visit web site for more details on priorities for this project.
Writeup

  • Rob Wade: Artificial Intelligence/Cinematic scenes
  • Dan Davidson: User I/O
  • Byron Persino: Graphics/Game Engine
  • Peter Gao: Graphics/Game Engine

Bomberman

Re-make of the classic game Bomberman with some modifications that improve upon the original game. The goal of this project is to develop a 2-D game that will possibly have networking functionality. We need people to work on the game engine, graphics, soundfx/ music, and maybe even networking. We need two more people to complete our team.
Writeup

  • Peter Shin: Game Engine
  • Chiung-Hui Hsieh: Soundfx/ Synchronized music
  • Tim Wisleder: Graphical interface

Disco Dementia

Far in the future, human civilization has crumbled. When aliens discover Earth, they stumble across an ancient disco club. Unsure of its intended use, they convert it to something that better suits their tastes - an arena of death... This will be a near top-down (Diablo) sprite-oriented multiplayer combat game. The twist is that the music is an integral part of the game play. The tiles of the disco club change patterns in time to the drum beat. Lit tiles cause severe damage to the players, forcing the players to be very aware of the music (disco or techno). In addition, the players` sprites pulsate in time to their own drum beats! Ideally, this will be in SVGA 640x480x256, suggesting the use of 32-bit protected mode. I need at least one person to help with music programming. Another (maybe two) could help with protected mode programming(!), AI, networking multiplayer mode, maybe game engine.
Writeup

  • Dylan Smith: Game/graphics engine
  • Uli Zarco: protected mode/AI/game engine
  • Camden Daily: Music/sound programming
  • Patrick Chen: Graphic/Floor Sequence/Game Engine

Glove

Glove: a small Gauntlet.
A Gauntlet clone with 640x480 graphics, MIDI sound, and beautiful artwork.
Areas of expertise:
1. Graphics / AI
2. Sound / Control / Artwork
3. Networking (maybe)
Writeup

  • Matthew Woodruff: Graphics/AI
  • peter Baumhart: sound/control/art

Missle Command `99

The initial plan is to do an upgraded version of the old console game Missle Command. Since the gameplay is relative simple I expect we will significantly upgrade graphics, as well as add new game and weapon options (both of which are open to debate and input) and a variety of levels. I believe this project will probably need 2 other peeple besides myself. We need people to work on a game engine, graphics, and soundfx/music or a combination of all three. This idea is very rough right now and not set in stone so if you want to work on this project or a variation of it let me know. ******************- I now have some details but do not have a homepage set up yet. So if you are interested let me know and I will email them to you
Writeup

  • Chris Mausolf: Engine/Graphics
  • Vince Leung: (null)
  • Vernon Magsino: (null)

Ninja Attack

This is a game of multiplayer assasination. Players take on the identity of a ninja and are placed on interactive environment. The point of the game is to use your environment as your ally: hide yourself, kill your rivals, stay alive. Graphics: SVGA mode. Multplayer: networking.
Writeup

  • John Liaw: graphics,gameplay
  • Robert Sanford: graphics
  • Seck Yee Kwang: Networking/gameplay
  • Akilah Ellis: Sound/Networking

Star Control

Star Control is a classic overhead space shooter that pitts two hostile space ships against each other in a battle to the death. Each ship has different vital characteristics such as mass, thrust, turn speed, max energy, energy regeneration rate, and crew capacity. The game screen will consist of the playing field (starfield, ships, planet) and monitors which will display the players` vital stats Sound effects may be included as well for actions such as weapons firing, collisions, and victory. Features: Concave Rotating Starfield Background (possibly move with the ships for a 3D feel). Central Planet with gravity field. Collision detection between weapons/ships, weapons/weapons, weapons/planet, and ship/planet. Algorithm for smoothly rotating space ship sprite through 360°.
Writeup

  • Kevin Smith: Game Engine/Graphics
  • Megan Sarver: Graphics/Sound Effects

remote control vehicle

* graphical interface on screen of car`s actual motion
* need RF signals transferred from sender to reciever
* need to build car (can use ece110 car)
Writeup

  • Shola Ward: build car + some RF
  • Brad Stoor: (null)