Advanced Game Design & Engineering

  • OOP
  • Collision Detection
  • Path Finding
  • 2d physics

Processing game, giving the player the ability to slow down time to overcome trigger happy enemies

Firetime game logo
  • Processing 3 logo

    Processing 3

  • Java language logo

    Java

Super-hot

Although neither my teammate Brad or I partook in the 2nd year game module, due to a lack of programming choices in year 3 we decided to take the 3rd year gaming module. We knew and had worked well together in other classes, especially the 2nd Year System's module, and both wanted a programming module in our final year. He's also a fantastic programmer and knew we could bounce ideas and support one another, so it was an easy choice.

What wasn't so easy was deciding upon a game we could conceivably make in the short amount of time available and in consideration of our collective art skills. We'd debated some initial basic ideas and gaming hooks, such as creating a theme-hospital like game, but was quickly dropped as it would have taken us way more time than allowed.

In the end, we decided to combine the bullet time mechanic from SUPERHOT as the main feature in our own 2D top-down action game. As our client brief was based on supporting laser-tag/Nerf events, incorporating their requirements (tactical awareness, bullet mechanics, physics) for 7-11 year-old children seemed a good fit. The passage of time would be controlled by player movement, allowing users to decide when to slow down and when to speed up during encounters, and consider their playstyle.

Firetime

As you can see from the above, there's quite a lot going on with the engine we'd made for the game. The actual assignment required 3 key topics from the following choices:

  • Collision detection
  • Pathfinding
  • Simple physics simulation
  • State-driven behaviours
  • Steering behaviours

We chose the top 3 as they seemed like the best choices considering our experiences with them, and the game we were making. The bottom 2 were added in-part, although our Entity Component System software design did come a little unstuck with the entity behaviours aspect. Again though, with such little time, we picked the battles that allowed us to hit the requirements and the main client brief as best we could.

To Bob!

In the end, that was a valid choice and resulted in a cool little action game that produces some really good gameplay. Especially when duelling with enemies as the bullets collide or bounce off the walls, or even when they decide to shoot themselves once they go into an alert state, thanks Bob!

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