Computer Engineering II
  Final Project List

Schedule    Lab schedule
Homework    NASM docs
Machine Problems    Resources
Final Project    Photos
Gradebook    Feedback
Syllabus    Archives
Lectures    Download NASM
Home    Restricted access
Networked Gravity Blocks (Example!)
Website:http://courses.ece.uiuc.edu/ece291/mp/mp4/ Email: jpotts@uiuc.edu
Description:

For this project, we will develop a rambunctious multiplayer version of the Gravity Blocks. As a player, the goal is to erase more blocks faster than your opponent, causing extra blocks to cover your opponents screen and causing him to lose.

We will use EX291 to enable beautiful high resolution graphics to deliver a stunningly playable puzzle game. As sound becomes available, we will integrate a small selection of experience enhancing sound effects.

Network play will be implemented to allow multiple students to participate in the fun, twirling blocks.

Approval Status: Approved
Members:
Josh Potts: Networking
Justin Quek: Graphics
Michael Urman: Sound
291Amp
Website:http://www.ews.uiuc.edu/~jmruther/291Amp/ Email: jmruther@uiuc.edu
Description:
This project will center on making a wav player.

It will need to load a wav file, translate it into something that the soundcard likes to use, and output it.

Somewhere along the way, a couple of other things will need to be taken care of, such as:

A GUI, including a display of the sound being played(kinda like the oscilliscope in Winamp). The standard playlist and play, stop, etc buttons will be needed, too.

An equalizer. This is where some signal processing fun will take place.

Those are the minimums I see for this project. Possible options include a GUI that supports skins, multiple signal display options (oscilliscope, spectrum analyzer, etc), various audio effects (beyond the equalizer), and playing other formats (such as audio CDs)

Two more people are needed for this project:

1.) Someone who knows graphics fairly well. The gui will need to be slick, and I can see possibly a pretty 3D signal display option being implemented.

2.) Someone to work out the details of mouse, keyboard, and soundcard, and disk i/o. Any previous knowledge of audio file structures would be useful, but certainly not necessary.

Approval Status: Approved with Hesitation (see comments)
Members:
Imrul Hossain: Graphics
Joe Rutherford: signal srocessing
Vishesh Narayen:
Call of the Wild
Website:http://www.ews.uiuc.edu/~prothero/ Email: prothero@uiuc.edu
Description:
Call of the Wild will be a real-time strategy game. The player controls a small woodland creature (squirel, badger, etc) that roams the forest marking its teritory and mating to create additional units in its family. The goal is to use the members of your family to control the entire forest and eliminate rival families. The player will have to use its units to gather food and water, defend the family’s territory and nest, attack and destroy rival family units, and expand the family’s territory. The game’s interface will consist of a 2 dimensional map where the player will be able to scroll in any direction to select and control units. The mouse will be used mainly for this control. The rival families will be controlled by either AI or another human across a network (the first player to start the game will become the server and additional players can join the game as clients). The AI will be able to perform all the same tasks that the human player’s units can perform and will decide among these tasks based on that paticular unit’s variables and probabilities. (Our webpage will be up soon with more details)
Approval Status: Pending (was Approved with Hesitation)
Members:
Aakash Shah: Coding, AI, Sound, and maybe Graphics
Jason Protheroe: Networking, Coding, AI
Tim Treptow: Coding, Game engine, testing
Deep Blue v0.291
Website:http://www.ews.uiuc.edu/~ajkovari/DeepBlue/ Email: ajkovari@uiuc.edu
Description:
For those of you unfamiliar with "Deep Blue", it is the super computer built with the sole purpose of playing chess. Our goal is to create a lesser version. (human vs. human, no AI involved)

This program will comprise of everything that is cound in a normal computer chess program.
  • Turn based play
  • Move validation
  • Pawn to opponent's end (Choose new piece)
  • Castling rules
  • "Check" verification
  • "Check Mate" (Game Over)

Hopefully the program will also include the following:
  • Background Music (User Selection?)
  • Two Players: one machine or Two players: two machines (network play)
  • 3D board (instead of or in addition to top-down view)
  • Text chat between machines in network play
Approval Status: Approved with Hesitation (see comments)
Members:
Andrew Kovarik: Chess Logic, Sprite Creation, Webpage
Mike O'Connor: Networking
Keith Orlowski: Main, Sound
Phil Vaynshteyn: Graphics
Desperados
Website:http://home.hiwaay.net/~hilu/291/ Email: celu@uiuc.edu
Description:
This game combines the fast action shooting of the movie Desperado with the gameplay of Duck Hunt or Time Crisis. Our game takes place in a bar. The enemies appear at "random" times and places and you must use the mouse and shoot them before they shoot you. You cannot hurt innocent people. The bar background scrolls from side to side according to where the enemies are. We'll try to get our game interactive anough so that almost everything in the background can be destroyed, or perform a game-enhancing feature. 2 player networking (each player gets his/her own view of the game board) will be supported. Original music and sound effects will blow your socks off. All team members have already been found.
Approval Status: Approved
Members:
Charles Lu: scrolling, sound, music
Freddy Lee: Sprite animation, AI
Jiajun Wang: User Interface (Mouse, Keyboard, Player status, Game Flow)
Jason Zhao: Networking, General Coding
Digital Networked Jukebox
Website:http://www.ews.uiuc.edu/~kmcclowr/index6.htm Email: pirman@uiuc.edu
Description:
This Program will be the software for a digital Jukebox. The concept was thought of by Steve Barba who has patented the idea and asked me to design the software. The program's main purpose is to play music of a format that is to be decided. This jukebox would mainly be for use in a bar. The bar will then be networked to a local server. From this server the jukebox will download new and sometimes unreleased songs to play. This software also needs to keep statistics on songs played, and frequency of play, and then upload them onto the server. We also need to make a graphical, easy-to-use interface that allows for searching by title, artist, and genre. The interface will start out with several different buttons to click on. They will be search by:artist, category, title, and keyword. I will also make the screen look like a jukebox. The jukebox also would offer an option to purchase the CD. On the server end of the software we will need to download statistics from all of the bars. We will also sort new songs to upload to the bars by the type of music the owner wants. The client can then access the server, log into his file, and grab the songs needed. I would also like to include some encryption so that no one can download songs from the server except the jukebox. We also need to have a way of letting the jukebox know how much money has been deposited and how many songs are allowed to be played. This will probably be done through the 9-pin port. This group is already full.
Approval Status: Approved
Members:
Brian Biros:
Kevin McClowry:
Jim Pirman: Networking
Drunkin' Joe
Website:http://www.echostorm.org:90/drunkinjoe/ Email: rschauer@uiuc.edu
Description:

After a long night of heavy drinking...

Joe finds he needs to suddenly relieve himself. Level One consits of Joe stumbling his way through the bar on a mission to find the bathroom. If he doesn't make it there in two minutes, he will wet himself. Along his way, he encounters shot girls, obstacles such as spilled beer, and broken glass. If he drinks alcohol along the way, he becomes harder to control. If he somehow finds water, he sobers up and becomes easier to control.

Hopefully, Level 2 will consist of Joe trying to drive home (We do not condone drinking and driving). He will have to avoid drunkin' pedestians, the police, and the sidewalks. Again, depending on how much Joe was able to sober up on his way to the bathroom (Level 1), will determine his initial ability to drive.

The initial menu will allow the player to skip to any level, and pick the starting level of drunkeness. We plan to make level one isometric. Level two we plan to use a top down view similar to spy hunter. These view points can change.

This team is closed.

Approval Status: Approved with Hesitation (see comments)
Members:
Alan Alvarez:
Matt Hovany:
Ray Schauer: Logic and General Coding
Navin Tiwari:
Eat My Fist
Website:http://www.ews.uiuc.edu/~mankim/ece291 Email: mankim@uiuc.edu
Description:
Eat My Fist will be a 2D side scrolling action game, in the vein of the classic NES game Kung Fu. Your objective will be to fight your way through the depths of DCL in order to get your exam regraded by a cold, heartless CS Professor. This project will have 3 levels, with bosses at the end of the first 2 levels, and the dreaded, as yet unnamed, Professor at the end of the 3rd. This will be a single player game, and we are looking into possible gamepad support. Our group is closed.
Approval Status: Approved
Members:
Brandon Henricks: Graphics, General Coding
Ed Davis: AI, General Coding, Graphics
I-Ju Liao: Sound, General Coding
Paul Kim: Game Design, Game play, Graphics
ECE Commando
Website:http://www.ews.uiuc.edu/~pyimaung/ece291/ Email: pyimaung@uiuc.edu
Description:
It will be a 2 players fighting game against the computer with 3 levels. Two players will play over the network, one from each machine.

The commandos have been assigned a task to protect poor ECE students from being tortured by demanding ECE faculty and nerds.
Up to two commandos may be chosen from the army of six TAs. The commandos will face three different Bosses during the game.

  • 1st Boss - will announce during presentation
  • 2nd Boss - will announce during presentation
  • 3rd Boss - Potts

It will be similar to the game plan of NES Contra. If you need more details about Contra, please email me.

This team members have been found.

Approval Status: Approved
Members:
Henry Chu: graphics, I/O game controls
Diana Olarnvoravuth: Networking, Graphics
Pyi Maung: Networking, Animation, Debug
Ryan Hsu: Sound and Coding
Panit Treesara: Debugging, Sound
ECE Escape (aka Pimp 'N' Ho)
Website:http://www.students.uiuc.edu/~ksachdev/ece291 Email: mazumdar@uiuc.edu
Description:
We have chosen to make a game which is a puzzle game. This is how it works. Basically, there is a 9 by 12 grid of boxes. There is a group of students placed on this grid and there is also a group of TAs. Also, one of the grid boxes has on it a door which allows the students to escape to the next level. The goal is to get the students to get to the door without getting eaten by a TA. A student is eaten when the student is in the same box as the TA at ths same time. Now, the movements of the students and the TAs is dictated by a few rules. Before the game starts, the player puts down a certain number of arrows on the grid. When a student or TA hits one of these arrows, they are forced to move in that direction. For example, if a student hits a DOWN arrow, they change direction and move downwards. If a student or TA hits a wall, it tries first to go right, and if it cannot, it tries to go left, and finally if it cannot do either, it goes backwards. The student or TA keeps going straight until it hits a wall, an arrow or finally makes it to the door. The player places all the arrows first and then hits GO. At this point, the students and TAs start moving and move until a student is eaten by a TA or the student makes it to the door. Once gameplay starts, the player cannot control where the students and TAs move. The puzzle consists of placing all the arrows at the correct place beforehand. We plan to have many levels with different wall arrangements, different TA/student arrangments and different numbers of TAs and students.
Approval Status: Pending (was Approved with Hesitation)
Members:
Chris Mitchell: Networking
David Yang: Game Flow, Graphics
Gabe Saravia: Sound, I/O
Kapil Sachdeva: Game Flow, Game Engine
Amanta Mazumdar: Graphics, Game Flow, Game Engine
ECE KOMBAT
Website:http://www.ews.uiuc.edu/~rampuraw/ece291 Email: rampuraw@uiuc.edu
Description:
A two player 1 on 1 fighting arcade game similiar to Street Fighter/ Mortal Kombat. Either human vs human or computer vs human game play. It will include original sound and cool graphics to enhance game play. General description: characters will have three rounds to defeat the opponent, twice. Hopefully have time for multiple player selections and network game play. all members have been found
Approval Status: Pending (was Approved)
Members:
Kevin Changela: graphics
Kavi Goel:
Hamza Rampurawala: Gameplay
Escape from ECE 340
Website:http://www.ews.uiuc.edu/~cwynkoop/Escape340.html Email: cwynkoop@uiuc.edu
Description:
We plan to integrate physical ideas and concepts from ECE 340 to create a game that not only challenges your hand eye coordination, but also helps you to learn about the wonderful world of semiconductor devices! You start off your journey in this electronic domain as a lowly hole(positive charge carrier). You must make your way through this mysterious world of n, and p doped substances to make it to the ultimate end of all happy holes, your own warm spot inside the voltaic pile! Throughout the game we will incorprate ideas of p-n junction, carrier lifetime, diffusion coeffiecients, and other vital semiconductor ideas. The hole must be able to dodge different kinds of electrons zooming throughout the screen. It will be a basic 2-D format where the screen will pan from top to bottom much like an older Tandy-style computer game. There will not be mazes or anykind of labyrinth to traverse, rather the positive charge carrier must be able to avoid negatice charge carriers and recombining into oblivion. We *strongly* hope to coerce the Professors of 340 to lending their voices to our game to increase the entertainment value of the player as well as add the required difficulty to the game programming. At the end, the hole will be required to face the feared Ohmic Contact Creature, Oh No! But fear not, the hole has blazed the trail for his comrades who now are able to assist him, not to mention the hole's ability to now draw upon it's stored carrier lifetime. In summary, we hope to create a game which utilizes the concepts of basic semiconductor physics, an adequate programming challenge, as well as an enjoyable game.
Approval Status: Pending (was Approved)
Members:
Brian Kim: stuff and things
Chris Wynkoop: Software integration, logic
Kelly Grussing:
Kathryn Royzen:
Eye of the Storm
Website:http://www.students.uiuc.edu/~morie/eye/eye.html Email: morie@uiuc.edu
Description:
We are planning on making an overhead upward scrolling shooter game. BACKGROUNDS: multi-level backgrounds with different scroll speeds to achieve a 3-D effect. GAME CONTROL: There will be multiple gamepad control using game port communication as well as keyboard support. The mouse will be use for "special" weapons using the mouse pointer to aim and a charge meter for the weapon. MULTIPLAYER: We will implement networking up to 3 players. Gameplay is cooperative with increasing levels of difficulty depending on the number of players. DIFFICULTY: There will be more than one level of difficulty that a single player can choose to play in. ENEMIES: There will be boss characters at the end of every few levels and a main boss character at the end, all of increasing difficulty. LIFE METER: The main character will have a life meter along with 3 lives that will have variable damage depending on the enemy that attacks it. There will be continues, but we're not sure how many yet. SOUND: We will implement sound as a background to the levels (hopefully) as well as sound effects for the various weapons. Possibly also different sound for the boss characters.
Approval Status: Pending (was Approved with Hesitation)
Members:
Ben Sterling: TBA
Yeung Ka Yin Anthony: TBA
Paul Morie: TBA (I know you're waiting with baited breath...)
Richard Tseng:
Homerun Derby
Website:http://www.students.uiuc.edu/~rmmcalis/ece291/index.html Email: spergand@uiuc.edu
Description:
A 3rd person view game that follows the format of the HomeRun Derby in the All-Star game. The player will be given 10 outs. Each swing that is not a homerun will be an out. To determine whether or not a hit is a homerun, we will have a series of determinants. We will take into consideration the location of the ball/swing and the timing of the ball. In the intro the user will select the number of players. Then customize the players by entering in their color jerseys, name, lefty/righty, etc. The game will wait a maximum of 30 seconds for other players to join. Then it will go to the catcher's viewpoint. We will have different screens showing a Homerun, an out, and catcher's viewpoint. Each player's screen will be updating the number of homeruns and outs of the other players (if applicable). After everyone has 10 outs, all the player's screens will go to a Final Score screen to display the results. This will be up to 4 players playing at the same time. We will have various sound effects and songs to begin and end the game.
Approval Status: Pending (was Approved with Hesitation)
Members:
Yoji Asamizu: Graphics
Josh Lucas: Game Play
Ryan McAlister: Networking
Scott Pergande: Graphics
Darin Trulock: Sound, Game Play
Illini-Heli
Website:http://richcalligan.com/illini-heli Email: calligan@uiuc.edu
Description:
Illini-Heli will be similar to the old 8-bit Nintendo game called Tiger-Heli. Of course we are not stealing anything but the idea. All graphics and code will be original.

The map we will be flying over in the game to defend is the U of I campus. Below are the major components of the game:

  • Object - To destroy main enemy targets without getting blown up.
  • Helicopter - This will be able to turn 360° and fire according to a mouse-pointer. The player will use the keyboard for motion over the campus, and the mouse to aim and fire. We will have the option of choosing a "skin" for the helicopter from pre-defined color schemes.
  • Map - We will obtain a semi-detailed map of the campus and make graphical enhancements. The view will be a overhead view of the helicopter flying.
  • Enemies - There will be stationary tanks and soldiers on the campus firing at the helicopter. There will also be fighters attacking the helicopter.
  • Sounds - We will play a patriotic or war-song in the background (not overwhelming) and also have a constant helicopter "chopper" sound very quietly (as to not be annoying) until the chopper crashes or is blown up. We will also have a few sounds for gunshots and rocket launchers etc as well as a nice explosion when the player dies.
  • Navigation - We will have a rectangular map and when the chopper reaches the edge, we will either allow it to go no further or show up on the opposite side (like in StarFox). The map will be stationary as in the chopper will not move unless the player commands it to do so. Enemy fighters will appear somewhat randomly. We will also have a radar screen in a corner of the screen showing enemies, targets and the player's current location.
  • Weapons and health - There will be strategically placed health, ammunition and different weapons on the map to obtain.
  • 3-D Effects - We will have different objects such as clouds moving at a different pace to give a 3-D effect of "floating" freely in the air.
Approval Status: Approved
Members:
Andrew Cox: Graphic Design / Implementation
Kevin Bastuba:
Rich Calligan: User Interface / Keyboard Controls
Chris Epsom: Sound
Shawn Young: Movement and Map Navigation
Indoor Soccer
Website:http://www.ews.uiuc.edu/~mgriffth/ Email: dejarnet@uiuc.edu
Description:
Our project will be a top-down protected mode sprite based game of small-sided indoor soccer for 2 players. There will be AI for members of teams not controlled by human players, such as automatic goalkeeping, defending, and participation in offense. Sound effects will be present for tackles, goals, etc... and possibly background music. Simple ball and collision physics will be implemented (i.e. rebounds off of walls). Estimated 3 to 4 team members needed.
Approval Status: Pending (was Approved)
Members:
Tyrus DeJarnette: AI and quality control
Dorian Hasimi: Sound, AI
Juichen Liang: Graphics
Mark Griffith: Physics, Controls
Networked Overhead Aerial Shooter Game
Website:http://www.ews.uiuc.edu/~cimino/ece291/ Email: dbking@uiuc.edu
Description:
Overhead 2-D aerial shooter…with a twist. A player and networked partner(s) fly aircraft and attempt to shoot and destroy enemies. Each player views a small portion of the entire play area. Each player has an independent view and can move in and out of their teamate(s) view. As time progresses, the screen scrolls forward, and pushes the aircraft to new enemies and eventually to an end-of-level-boss(big evil giant killer robot). Players can get power ups for weapons, speed, shields, etc. Depending on available time, networking will hopefully be implemented over IP, or possibly over a direct serial connection between two computers. Also, time permitting, music and sound effects highlighting the action of the game will by created. We are considering using DirectX to implement some graphics and user input through either keyboard or mouse.
Estimated Project time: 40 - 60 hours
Approval Status: Approved
Members:
Kurt Cimino:
Derek King: Game Engine/Networking
Justin Bennett: Graphics/ Game Engine
Rajan Sharma: Graphics, Music, Game Design
Operation Enduring Freedom
Website:http://www.ews.uiuc.edu/~apapa Email: apapa@uiuc.edu
Description:
This will basically be a multi-layered side-scrolling shooter game using the mouse as the aim/scope. As the name might suggest, this will be a terrorist hunting game -- Duckhunt with a patriotic twist if you want to think of it that way. The player (or players if there is time to implement multi-player mode) will attempt to down as many terrorist fighter jets as skill permits. The jets will criss-cross the background sky at various speeds and distances while randomly barrel-rolling, to make the shot more difficult. Increased points for shoot-downs will allow the player to choose additional weapons and expand his or her arsenal to destroy the enemy and help eradicate the terrorist threat. A choice of skill levels (at least 2) will also be available, and certain point cutoffs will automatically change the difficulty. Several backgrounds for play will be available (desert, mountain, etc), and the multiple layers of the background will move at variable speeds to give a more realistic perspective when side-scrolling. A neutral green scope will follow the movement of the mouse, and will become an active red scope when covering the field of a target. If the scope passes over the center of a target, it locks onto it and follows the target for several seconds to facilitate the shot. A small radar screen at the bottom of the screen will indicate approximate locations of incoming aircraft to forewarn the player of additional threats. A zoom feature that temporarily zeroes in a particular region of the screen will also be incoporated if time permits. Sound effects will include artillery fire, plane explosions, and miscellaneous other elements (which will hopefully include background music for the duration of the game)
Approval Status: Approved
Members:
Anthony Papa: Game Design, General Coding, Math, graphics
Ravi Bhangare:
Bhavik Shah: graphics/sound
Joseph Grzywacz: graphics, networking, and programming
Neel Patel:
PTD
Website:http://www.ews.uiuc.edu/~ngingric/PTD/ Email: ngingric@uiuc.edu
Description:
PTD is a 2D space based action game that uses a top down view. The player will control a fighter spaceship armed with various weapons and shielding. The game will be multiplayer over a network. The game will take place in space where fighting is confined to a single solar system. The objective will be to destroy as many enemy fighters as possible. Various spatial anomalies will also be present for the player to contend with.

Possible features of the PTD:

  • Mass, gravity, momentum and acceleration effects
  • Spatial Anomalies: Black holes, worm holes, planets, stars
  • map/radar
  • Special technology: teleportation, warp speed..
Approval Status: Pending (was Approved)
Members:
Allen Douglas: Graphics
John Cromley: Sound and AI
Eric Wort: Networking
Nathanael Gingrich: Gameplay, Graphics
Stephen Butler: Networking, FSM, Design Plan
Scorched Everitt
Website:http://www.ews.uiuc.edu/~tjanas/ece291/ Email: hosmane@uiuc.edu
Description:
This game is a spin off of the classic game Scorched Earth. It will be a 2-player with the possibility of networking (if time permits). This game is a strategic mind thriller, with the eternal battle of ECE vs LAS. One tank/person will represent the good, ECE the other will represent the dark, dumb, and stupid... i.e... LAS. The game is turn based, where each player specifies the angle of trajectory plus the strength at which the projectile is thrown as well as the projectile. Other random variables such as wind and gravity can be altered before gameplay (within a reasonable range). After both players have gone, there is a *possibility* of nature disaster in the form of lighting bolt, acid rain, land slide, etc... You never know when danger may strike in Everitt! Plus... we will have interesting sound effects, stunning visual graphics (stunning for us, maybe not for you) AND... 1 special feature will be added to the game... to be announced later! ALL TEAM MEMBERS HAVE BEEN FOUND!
Approval Status: Approved
Members:
Suneil Hosmane: Game Engine, Physics
Terry Janas: Graphics, Coding
Yajur Parikh: Sound, Coding
Space Bolo
Website:http://www.ews.uiuc.edu/~smithel/ Email: smithel@uiuc.edu
Description:
A long time ago in a computer on a far far away scrapheap, there was a game called SpaceWar. SpaceWar was a two player game where the object was to destroy the other ship. There were phasors, torpedoes, gravity, and a little planet you could crash into.

Not quite as long ago, there was a game called bolo. Bolo was an overhead view tank game for the mac. The object was both to destroy other tanks and to take bases. Bases refeulled and repaired tanks. Whoever took all the bases won.

Space Bolo will combine those two classics. Space Bolo will use ~3 ship types and planets will be the bases. It will be overhead view 2D game with high-res graphics and side/full scrolling. There will be obstacles like asteroids about and misc other fun allowing for the time to implement it. Networked play is a must (2-16 players). Sound is preferable.

"Ultra Space Duel" (ece291 spring '98) is the closest I could find to spacewar. Bolo can be found at

MAC

http://bishop.mc.duke.edu/bolo/

PC

http://www.winbolo.com/

Approval Status: Approved
Members:
Valentin Dimitrov: Sound
Natasha Sadovsky: Networking
Eric Smith: Game engine and organization
Todd Konecny: signal processing, graphics
Space Fighters
Website:http://www.geocities.com/apollo_uiuc/ece291/index.html Email: cnadolsk@uiuc.edu
Description:
It will be a top-down view game in which you pilot a small craft in a battle against other ships. In this game, there will be numerous asteroids in your path which will either damage your ship or block your weapons fire. When you are low on ammunition or health, you can attempt to recover cargo containers floating around the map.

Will there be multiplayer? Server/Client style connections over TCP/IP.
  • Sounds? Yes, using some kind of soundblaster emulation.
  • Music? Only if we can find out how to play two sound files at a time.
  • Graphics? Realistic real-time rendered graphics in 2-D and lucious background textures
Please visit our web page for more information.
Approval Status: Pending (was Approved with Hesitation)
Members:
Charles Nadolski: Evil Project Mastermind, game engine, sound, graphics
Douglas Lee:
Greg Chen:
Nicholas Ling: Graphics, general coding
Xiaofei Zhang:
Superduper ECE BASH!
Website:http://www.geocities.com/ecebash2001/ Email: syong@uiuc.edu
Description:
This game will be like the japanese arcade game bishi bashi. The objective is simple, at the most basic level, there will be cute little praire dogs popping out from one of three holes in the ground. The trick is to smack that dog on its head, the control will initially be done through the keyboard, but we could make a serial port device to do so. At higher levels, there are more challenging activities, using the same three buttons, one controls the motion of a student dodging the stacks of test papers and thick books being thrown by an evil professor. Another activity is moving a fishing rod from side to side following a fish (like the arcade game)
Approval Status: Pending (was Approved)
Members:
Arabelle Almoradie: general coding
stanley yong: Graphics
tRAYcer
Website:http://www.students.uiuc.edu/~sjfisher/traycer/ Email: sjfisher@uiuc.edu
Description:
We are going to create a raytracer, which is basically a 3D rendering program. The user will be able to create simple objects like a sphere, plane, cube, and maybe cylinder. The position of a light source, which will affect the shading of the objects in space with the color of the user's choice, will be chosen by the user. We are not sure if we are going to allow the use of textures on the objects defined by a texture file. We will be creating 640x480 images in true color and writing them to a file in order to be viewed after the rendering of the scene is complete. Alot of math comes into play when creating the objects, manipulating them, and calculating the shading of the objects. Since we are using assembly, we expect the images to be rendered as quickly and efficiently as possible. (We need one more person)
Approval Status: Approved
Members:
Chris Walsh: coding, (to be determined)
Stanley Fisher: some graphics, math, general coding, maybe sound
Asrat Tesfayesus: file I/O, general coding, sound, some graphics
Paul Tongyoo: some graphics, file I/O, graphical user interface, math
Turbo Nerd Hunter
Website:http://www.students.uiuc.edu/~murban Email: murban@uiuc.edu
Description:
Gameplay will be similar to a standard arcade shooter. Controls will be via mouse and/or keyboard. Here's the setting: Player starts as an undergrad T.A. with a piddly stipend. The player has an unlimited stash of homework assignments, but can buy more lethal weapons. As the player progresses, the stipend increases and new weapons (MP's, Exams, and Labs) are unlocked. Other possible ranks include grad t.a., head t.a., and professor. The player begins on the regular quad, where students run across the quad, with 4.0 gpa's. As the students get hit with homework or other weapons, their gpa begins to fall. If their gpa drops to zero, then they pass away. The player can then travel to the business quad, then the engineering quad, then finally into the heart of everitt labs. As the player progresses, the students become more resistant to damage. Additionally, there will be different student types (slacker, computer geek, workaholic, etc) which take damage differently from different weapons. The player wins after failing/eliminating enough students to generate a large retirement fund. Team has been established, so this project is closed to new entrants.
Approval Status: Pending (was Approved)
Members:
Chong Kian Soh: Sound
Dennis Hou: Interface
Martin Urban: Graphics
Weather War 291
Website:http://www.zeronine.com/Weather/ Email: agiese@uiuc.edu
Description:
Way back in yester-years when 64k really was all we ever needed, a game was written for the Commodore 64 called Weather War II, which was just two castles on the screen and you had to destroy your opponent's castle by use of weather - you could make the skies rain, hail, thunder, or even use a tornado to try and hit your opponents castle. There is always that the random act of nature too. This long forgotten game needs some updating, and will be set right here at the UIUC campus!

A networked version will allow for more castles, but instead of castles you will be destroying campus buildings. The factions? CompE's vs. LAS vs. CS vs. Buisiness, etc. (of course) Each faction has unique abilities, such as engineers have the technology for more powerful attacks, LAS majors get more sleep thus are more accurate, and so forth.

Proposed will be a 3Dish map of the campus in hi-res graphics, 2D wind model, real-time/turn based mixture gameplay (similar to Final Fantasy battles), maybe a round system where buildings can be repaired or power can be enhanced, plus anything else thought up throughout the month.
Approval Status: Approved
Members:
Adam Giese: Gameplay, Some Graphics, Tedious Codework
Ben Jackman:
Dan O'Brien:
Rishi Bhatia:
Weekend with Potts
Website:http://iansteiner.com/potts/ Email: allenchu@uiuc.edu
Description:
look at the website
Approval Status: Pending (was Approved)
Members:
Allen Chu: Graphics/need 4 additional people
Greg Fitzgerald: Networking
Charles Kim: Sound
Ian Steiner: Networking
Tuan Bui: Graphics
Xtreme Dodgeball
Website:http://www.theaskew.com Email: ebellas@uiuc.edu
Description:
This game will be networked with up to four players. If there are not 4 people, the other players will be controlled by the computer. The thrower and the dodgers will have and overhead view. The players will either: 1.)have different attributes such as running speed and arm strength. or: 2.) be able to throw harder depending on how long they hold down the throw key before releasing. (when holding down the throw key, the player will not be able to run.) We will decide which method is more feasible. Sound will be implemented, with selectable background music. Also, there will be multiple locations with different obstacles available for playing. An AI engine will be implemented to control the computer players. Human players will be controlled with arrow keys. Space or Enter or a mouse click could throw the ball.
Approval Status: Approved
Members:
Aaron Durbin:
Eric Bellas: sound, music, general coding
Raymond Lyons: Graphics, animation, sound(?),
Brian Wallenfelt: coding,crazy hardcore coding
Go to Final Project Options