ECE291

Final Projects

Spring 1998

Prof. John W Lockwood

291 Kart

Has anyone played Mario-Kart 64?? Well, this game will be kinda like Mario-Kart where it will be a 3-D networked racing game. The player will be able to choose from 4 different karts as well as 4 different tracks. The sound effects will be in VOC format and we will use MIDI for the background music. The game will be based on the engine of Everitt 3-D but the raycaster will be modified to allow open spaces and see the track ahead. There will also be some physics involved in terms of accelerating, decelleration and collision on walls and other players. The game will also have a sky that rotates according to the view angle of the player as well as a floor. The graphics will be in PCX format.
291kart Writeup

  • Jaime Chu: Game Menu engine, MIDI and SoundFX
  • Judy Lee: Networking
  • Chih-Liang: Game menu art
  • Brian Chang: Game engine
  • Yo-Chan Chung: RayCaster, main.c

3d Polygon Engine

Our project consists of two major components: 1] a 3d polygon engine with shading, rotations, and veiwer camera movement 2] a voxel terrain viewer. We plan on integrating the two into an air combat simulator with intelligent enemy bogies and a pretty landscape (for contrast with the kill theme). The implementation will be in VGA mode 13h and will include continuous sound playback by DJ Wojciech.
polly Writeup

  • Seth Williams: polygon engine
  • Wojciech Magda: continuous sound playback, sound effects
  • John Gebbie: engine integration, main game loop
  • Jason Gallicchio: enemy AI, more graphics stuff

Centipede

We will implement the classic arcade game centipede. Include sound and GUI interface, the player will be charged with killing the creepy-crawlers. But splitting the train just creates two shorter ones. The game will keep score and advance in difficulty for each cleared level. Need members!
centipede Writeup

  • Brett Edwards: game play/graphics
  • Todd Wilson: sound
  • David Dixson: game play/Graphics
  • Cathy Weber: GUI

Choose-Your-Own-Adventure

In this wacky game of chance, your mission will be to complete the 291 MP before the due date. The catch is, though, that certain characters -- some familiar and some not-so-familiar -- have stolen the beautiful code you completed 10 days ahead of time. Thus, you must traverse the campus, sometimes even crossing *gasp* south of Green, to catch the thieves and reclaim your code. As you embark on your journey, 320x200 graphics and sound clips will keep you company. Don`t get too comfortable, though, because the clock is ticking...
adventure Writeup

  • Carol Jackson: Graphics, Sound, Gameplay
  • Shiow-Jiau Yung: Graphics, Sound, Gameplay

Frogger

This will be the classic rendition of Frogger. We will have three different levels of difficulty, along with a new and fascinating screen for Frogger to maneuver through. A screen that scrolls! Sound will accompany Frogger through his trip. Control of Frogger will be manipulated by the keyboard. Your adversary will be an Arificially intelligent frog. A frog that can think (however to save you embarrasment you can control it`s intelligence).
frogger Writeup

  • Patrick Codd: Coordination, Setup, MoveFrog, DrawPic
  • Elizabeth Cole: ValidMove, DrawFrog, DrawPic
  • Chimezie Thomas-Ogbuji: Intro, Sound,AI, Sprites
  • Ahmed Bilal: AnimateObject, Helpers, UpdateScreen
  • Ramon Montesdeoca: Graphics Images, Opening, IO

High 65

Alright, you drive a car and try to avoid all sorts of hazardous obstacles. Everything will come at you from the driver`s perspective using scaling techiniques. PCX images and smooth animation will be the thrust of this project. Sound effects and midi`s will add to the driving experience. Three to four team members will be needed.
high65 Writeup

  • Tom Falk: Game design
  • Joe Burnett: Sound/Intro screen
  • Naveen Neelakantam: Animation
  • Joe Opiola: Graphics

Klax

In this project, we will recreate the game Klax with a special feature to the game to be revealed at the end... The game compose of blocks falling down from a 5-lane conveyor and your job is to catch ALL the blocks falling down and either hold on to it (up to 5 blocks) or drop them down and arrange 3 blocks (or more) of the same color horizontally, vertically, or diagonally to "clear" that area. Else you`ll be building up blocks (in a 5x5 array) and eventually you will run out of space & can`t catch any more blocks. (see web page for more detail on the implementation.)
klax Writeup

  • Phong Pham: Design, Intro, Web-setup
  • Trang Nguyen: Animation, Scale, Game Engine, Data Stru
  • Thinh Le: Sound, PCX Graphics, User interface
  • Phuoc Truong: Keyboard, Mouse, Networking(?), Misc.
  • Game Engine Programmer needed!: (null)

Link`s Lost Quests

The Legend of Zelda is a game that many of us enjoyed when we were children. In Link`s Lost Quest, we hope to re-create the experience of The Legend of Zelda game that kept us glued to the screen many years ago. Our game will have the same top-down perspective but in 320 * 200 VGA graphics mode. It will feature smooth scrolling, and in some areas, overhead parallax scrolling effects. The enemy artificial intelligence will be improved for more challenging gameplay, and when that gets to easy the gamer can enter a competetive multiplayer mode. The sounds too will be improved, with many new MIDI tracks and digital sound effects. This project will require extensive knowledge of almost all aspects of controlling the computer, and we hope to take full advantage of the resources at hand.
zelda Writeup

  • Chris Mabee: Graphics Engine
  • Eric Harter: AI design/Intro
  • Jim Moawad: Game Design/Implementation
  • Kim Odum: Network/Sound
  • Papa Del: Food

MP3 Player

We will be implementing MPEG1-Layer 3 decompression techniques to create a unique graphical user interface to play compressed audio files in the MPEG1-L3 format. The MPEG1-L3 player will execute in protected mode to allow us the ability to access more than 1Mb of memory. The memory contraints of Real-Mode are too small to support the level of graphics we plan to incorporate into the player. The graphics we plan to include in the player shall be at 16-bit color and 640x480 resolution. Furthermore, two animations, a spectral frequency graph and an additional dancing object will be included in the project.
mp3 Writeup

  • Brian Krejcarek: Program organization and DSP
  • Marcelo Saraiva: Controls
  • David Pekala: Animations
  • Daniel Papa: GUI design and layout
  • Jimmy Hanna: Sound code compatability

Pacman`s Great Adventures

Re-make of classic Pacman with a slightly different theme. Besides the change in theme, the game adds SoundBlaster support, a special head-to-head mode, and VGA graphics.
pacman Writeup

  • Ray Chen: AI, Main
  • Daryl Kowalski: Sound and Music
  • Chris McGlone: Gameplay, 2D Graphics
  • Rob Yepez: PCX, Menu, 2D Development
  • David Ripley: 2D Animation/Graphics

RaMPaGe 291

You are a large, morally deficient monster. Everything else,... is lunch. Destroy buildings, people, and each other in this interpretation of the arcade classic. Players will be able to climb buildings, jump, and punch while trying to cause enough damage as to send Everitt crumbling. Passing tanks and bomber planes will attempt to stop you, but they also make great monster snacks. 1 to 2 players can choose the monster of their choice, and play simultaneously. VGA graphics and Soundblaster sound add to the terror. This will be implemented using bitmapped sprites, multiple video segments (background, building, monsters, tanks and planes), and some unintelligent AI for the attacking planes and tanks.
rampage Writeup

  • Jason Edla: Game Design, Building structure
  • Spencer Patrick: Sound, FX
  • Rami Moussa: Player Movement
  • Tim Schmitt: Graphics, Intro

Russian Air Strike

We will build a game similar to 1942, in which an airplane will fly up a scrolling backgound. The object of the game will be to destroy enemy airplanes and installations. We will use animation, scrolling background, vga graphics, midi sound, and digital sound effects. The game will keep track of scoring. This project will require three team members including myself.
airstrike Writeup

  • Craig Poirier: background graphics
  • Vladimir Peck: foreground graphics
  • Kevin Mueller: (null)

Scorch 3D

Yes, it`s another Scorch game. For those who don`t know, the original Scorched Earth used 320 * 200 graphics in a flat world. Players were given money to buy different types of projectiles including everyting from Nukes to baby missles. You could also buy different tracking devices for your weapons and different types of shields to protect yourself. You could also buy gas to move your tank and batteries to recharge if you were damaged. When game play starts, you take turns trying to shoot at your opponents over, or through the terain to be the last one left. There were up to 10 players including computer players that could play with varying inteligence levels. What I plan on doing is creating a 3D world in which the game is played, and making the game run in real-time, and be networked for multiple players. This would involve a lot of work, especially when it comes to the 3D graphics to render the terrain which can be blasted away by weaponry.
scorch3d Writeup

  • Brandon Tipp: Game Design, Game engine & 3-D rendering
  • Mike Soukup: game play, AI
  • James Papp: user interface: keyboard, mouse
  • Kevin Slanicky: Networking
  • Marcin Chwierut: Intro, Graphics and sound

Scorched Asteroids

Have you ever played Tank Wars, or Scorched Earth? It`s pretty simple, you chose an angle, and shoot for another target. We`re going one step further. This is going to take place in real time, and have 3 different levels (one being on ground, one with the ships each on a different planet, and finally two ships in space with objects floating around). The game will incorporate real-time physics modeling, sprite-based and rendered graphics, sound (digital audio effects, and perhaps music), networking, and at least a 640x480x16 video resolution. The game will run in protected mode as a Win32 Application.
scorcha Writeup

  • Shaun Conrad: Engine Conversion, Sound, Sprites
  • Chris Tracy: Game Design, Graphics Engine, Sprites
  • Chris Delaney: Sound, Engine Conversion, User Interface
  • Karthikeyan Thyagarajan: Physics Modeling, Game Design, Graphics
  • Sankalp Acharya: Rendered Graphics, Networking, Intro

SimonSphere

The classic game of Simon takes on a new twist: Instead of four flickering colors on a 2D board, this implementation will feature 8 colors on a rotating sphere. The player will use a mouse, keyboard or gamepad (undecided) to rotate and select colors on a sphere in 320x200x256 graphics mode. Look-up tables and a scratch pad will be used to render the a 3d looking sphere in realtime. Arrays and randomization algorithms will manage the patterns the player must mimic. Variable delay constants will manage the rate of game to keep it constant between various computers. This project is best suited for 3-4 members, with interests in efficient 3d graphic coding, sound support, and hardware interrupts for mouse and keyboard support as well as making funky introductions.
simon Writeup

  • Ben Nick: 3D Graphics, Design
  • Paul Pawola: Menu, Game Logic, Design
  • Drew Roedersheimer: Sound, PCX files
  • Paul Whitaker: Keyboard, mouse control

South Park Gauntlet

This is a Gauntlet type game featuring a South Park theme. The game will be like the original Gauntlet, using a 2D board with an overhead view. Most likely this will be implemented with 320x200 graphics (possibly with higher resolutions).
spark Writeup

  • Nehal Patel: Gameplay
  • James Rizzo: Graphics Routines
  • Patricia Galvez: Gameplay
  • Paul Graessle: Sound Engine

Survival of the Fittest

Each player will control a single military vehicle. The object of the game will be to rack up as many kills as possible against the other players. The action will be viewed from a skewed-overhead perspective (similar to C&C). Vehicles will have 16-32 different frames for each direction they can face. The terrain will be varied. The map will be large, meaning the players screen will scroll with their vehicle. Naturally kickin sound and smooth 4-8 person network play can be expected. All positions now filled.
survival Writeup

  • Jeremy Stoppelman: Networking and Graphics
  • Jay Ingalls: Graphics and GamePlay
  • Jesse Wyant: Graphics and GamePlay
  • Mark Hayes: Sound and Graphics

Ultra Space Duel

The goal of this project is to create a one-on-one networked Asteroids-style game. There will be multiple ship types (tentatively 5), with some type of gravity well (planet, star, black hole) in the battleground. Networking will be standard. Graphics will be encoded in PCX format, with playing resolution at 320x200 (256 colors). For more information, please look at the web page.
usd Writeup

  • Shane Ryoo: Introduction, Menus, Writeups
  • Paul Voelker: Networking +
  • Bob Waldrop: Graphics & Game Engine
  • Jeff Gomberg: Game Engine / Physics
  • Darrell Micheli: Music & Sound FX

Wrecking Ball

Similar to that fun game Break Out. You know, with that paddle on the bottom of the screen, which you can control (left and right). There is a ball that you CANNOT let past you. The object is to control the ball to destroy the bricks above you. Different levels of difficulty will be available. Cool sound effects will blast the socks off your feet!!!! VGA graphics @ 320 x 200 resolution will be implemented. We will be using sophisticated analytical algorithms to calculate the velocity vector.
wreck Writeup

  • Eric Keller: movement/graphics/animation
  • Brian Seveska: acoustics/graphics
  • Chi Luong: graphics
  • Jon Spychalski: Graphics/sound/web manager