Uploaded by Zarradeth99 on Jan 23, 2012
This is Graviton Man, a game created for my Midterm Project class over the span of about 2 months.
The people involved in the project were
Milo Gardner:
http://MiloGardnerIV.webs.com
Zackary Bennett:
http://zbennett.mydevryportfolio.com/index.php
Mariana N. Serrato:
http://www.mnserrato.com/
Brandon Long (me):
http://www.brandonclong.com/
Technical Information--
The game was programmed in C++, an engine (such as Unity or the UDK) was not used. DirectX 9 was used for the graphics, but it doesn't contain anything 3D- just 2D. FMOD was used for the audio. The game uses a tile engine written from scratch that loads individual tiles and their information from files. It then reads level files to arrange these tiles to create the levels. Switches are programmable in the level files in that they can be set to add/remove/toggle tiles and entities in the level. There are some bugs in the tile engine and game overall, but nothing that is gamebreaking or completely obvious.
Gameplay--
As you can see, the game is a platformer, with time control and gravity control elements. The powers unlock as you progress through the levels. Time control is a toggle that allows you to both speed up and slow down time. Time manipulation effects enemy movement and platform movement (everything but the player). Gravity manipulation allows you to change gravity in a selected area. You can increase gravity, which allows you to pull down platforms or enemies (as they fall faster). You can also invert gravity, which allows you to fling both enemies and yourself into the air. Both of these abilities have a time limit to how long they can be used, with the bars being located by the cursor. If the ability completely depletes, it refills faster than normal but you are unable to use the skill while it recharges.
There are 4 enemies in the game. The rat which moves from left to right and requires you to jump on them once to kill them. The rabbit which is similar to the rat, but jumps randomly (which can make them somewhat difficult to kill). The turtle which is also similar to the rat, but requires that you jump on them twice to kill them. And finally, the porcupine, which is special in that they must be hit in they stomach to be killed. Porcupines also stick to the ceiling if they hit it (which can be done with inverse gravity).
When you complete a level, you get a bonus to your score for the percentage of enemies you killed in the level, as well as how fast you completed it (compared to a 'par time'). There is also a penalty to your score for each time you die (your score can become negative!). Along with just finishing the level, it's important to be quick and kill as many enemies as you can to get the highest score possible.
Issues-
There are two issues with the game. The most visible one is that when recorded with Fraps, the bottom of the screen is cut off. I cannot explain why this happens, as I don't know why it is happening. The bottom of the screen (the only thing obstructed in the video is the timer in the bottom left) is normal and visible while playing. The other issue is that the player and enemies can sometimes fall into/through floors. This is mostly an issue on systems that run the game poorly (low FPS). The issue is because of the game running too slowly, and the entities moving such a large distance in one frame they will get pushed to the opposite side of a block to avoid collision (because it's the shorter distance). There are a couple of ways this could have been avoided, but it was found late during the class and was never fixed (and as long as your computer can handle the game, it runs fine).
Credits--
It's worth noting that almost all of the art in game is taken from sprite sites and the internet. Only things like the menu backgrounds, interface. and buttons were originally made for the projects (outside of simple photoshops). Thus, everyone invovled in the project takes no credit for art outside of the menus (we are programmers, not artists!).
The same is true for the music in the game as well as most of the sound effects.
TL;DR- This is a school project made by me and 3 others (see above). It was made in about 2 months, is written from scratch and uses DirectX 9 and FMOD.
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2 likes, 0 dislikes
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