Welcome to the ancient world of Kung-Fu clan wars! Your clan has just engaged in a deadly struggle for domination with an enemy clan. Your objective is clear: enter the enemy base and assassinate their leader.  
 

Good Luck!

May the force be with you! 

(or something...)



 

Team Members:

Expertise and Responsibilities:

Sebastian Magda Graphics (sprites, collision detection), project integration (Team Leader)
Ken Moy Networking
Mike Ni Graphics (scrolling and buffers)
Cheng Kok Hong Sound

 


Game Play

The game is designed specifically for a networked environment. For a full enjoyment of the game, minimum of four players is required, but the more - the better! At the start of the game each player can choose which of the two clans to join.  When all the players are ready, the server will initialize the game.  

The objective is the same for all players: win the war with the enemy clan! This can be accomplished in two ways. The faster way to cripple the enemy is to assassinate their clan leader. However, to accomplish that goal the player has to fight his way into the well-defended enemy stronghold. Another way to a victory is through daily street fights with members of the opposite clan. 

 

Graphics

Scrollable Map: 

The action of the game takes place on a 2D scrollable map with a side view of the game action. The map is composed of tiles representing different pieces of the map. The actual layout of the map is stored as a look up table. Each tile is indexed with a BYTE allowing for a maximum of 256 different tile pieces.   
An interesting addition to the game is a multiple layer effect, giving a pseudo 3D side view. 

Design Details

Sprites:

Every player in the game is represented as an animated sprite with all movement animation sequences stored in a lookup table of linked lists. Each time a player performs a movement sequence, the sprite animation routine uses the table to decide on the next sprite frame. 
Sprite routines are also responsible for collision detection between sprites among themselves and map tiles. 

Design Details

 

Sound

The gameplay is enhanced with stereo 2D sound effects and Midi music. The sound engine implements sound effects mixing and biasing speaker volume to produce a 2D effect, where sounds seem to originate form their actual location on the map. 

Design Details

Networking

Players initiate the game by connecting to a known game server. The server automatically assigns players to a team, a player ID number, a group name, and the players starting state.  During the game all game clients broadcast update messages about their current state to the other clients.  At the end of the game the server contacts each client informing them the game is over 

Networking Design Details

In addition during the game, clients have the option of broadcasting messages to the other players in the game. (The following link also includes the DrawPlayersStatus function) 

Messaging Design Details



 Last updated: 11/20/98 by Sebastian Magda