ANTS

Not just another 3/4 view continuous time RPG game. This game will be centered around Ants! Yes Ants. The object of this game in simple terms is to `survive`. You will be the leader of a great Ant clan, from which you`ve been separated in a gust of wind. You must find your way home. You will fight other creatues on the way back. The object of the overall game get back to your home hive. There is multiple levels that can be traversed using teleporters. These levels are scaled to perspective, and when one scroll they move at a rate scaled to their hieght. You control your ants by clicking on them then right clicking where you want to move or attack. The enemy ants have a strong AI. We can suport many sprites in the world at a time. In the end you try to move as many of your ants as you can to the home tile.


 

Team Members:

Responsibilities:

David Wentzlaff Low Level Graphics including 640x480x256 mode, screen blitting, and Sound
Douglas Armstrong Main 3D graphics engine/scrolling, Expanded memory management, file routines, Map editor, tile graphics, map design
Scott Althoff Mouse, input and user interaction, Game Play contribution
Kiran Sreekantham AI, Board representation, Game Control

 


Features

True SVGA 640x480x256 video Mode.
The Ant Buffering System, 5 buffer system for improved performance
Cool 3D scrolling engine that will allow for differnt levels.
Mouse Pointer Interaction.
Conputer driven creatures with AI
Expanded Memory to allow for use of an additional 16MB under real mode.
8 bit Sound for sound effects.
 

Graphics

3D Tile Based Scrollable levels Engine :

The main graphics behind why our game will look cool is that we have created a three-D world out of different levels that are at different heights and will all scroll at different speeds and allow for transparancies and proper Z-buffereing with the addition of sprites.

Check out the Tile Engine

Sprites :

Sprites are used to be the characters, and anything movable in our game. We are using a unique tile redrawing scheme that will allow for easy manipulation of the sprites without the need to rerender the tiles.

Check out the Sprite Engine

Low Level Graphics, 640x480x256 mode and ZBuffering

A requirement these days for any cool Strategy game is high resolution graphics that allow for finer control of players and make it easier for the player to see more of the map at once. The low level graphics also deals with properly getting into VESA mods and handles the Z-Buffer. These functions are going to be highly optimized to allow for fast video

Check out the Low Level Graphics

 

AI and Gameplay

AI and Player movement :

These routines move the computer controlled players and also update the position of all players in the game. It allows for animation and drives the creatures around the map.

Check out the AI and Player movement

Game Menus and Splash screens:

Our Game will have a menu/status bar along the bottom of the screen and will also have an introductory menu to choose options in the game.

Check Out the Menus

Mouse Control and Handlers:

Ants will have mouse control as our user interface and will alow for easy navigation of the map. Also we change the timer handler for proper ant movement.

Check out the Mouse and Handlers

 

Sound & Misc.

8 Bit Sound Blaster Compatible Sound :

We will impliment sound effects that play in accordance with an action occuring in the game. Sound effects make user interface cleaner by allowing positive feedback when an action has been committed.

Check out Sound

Expanded Memory Management :

We ran out of memory unde 640K therefore we are using expanded memory.

Check out Expanded Memory

Check out the cool Memory map of all the space we use!

File Routines:

Some code that handles the reading and saving of games and maps.

Check out the file handling routines

 

Map Editor

Map Editor:

We have a map editor that allows you to edit maps savee them and load them, place objects etc.

Check out MapEdit