Final Projects

Spring 1999

Prof. John Lockwood


Preparations, Demos

3pt Shootout

A 3rd person view game that follows the format of the NBA 3pt shootout. The player will be shooting five balls from five different spots around the 3pt line. The last ball shot from each spot is worth 2pts while the rest of the balls will be worth one. There is a running clock of 60 secs. The accuracy of each shot is determined by the release of the ball, with the optimal release being at the peak of his jump. A network game is composed of clients signing onto a server. Once everyone is ready, the server will start the clock and all of the players will simultaneously play. A scoreboard on each player`s screen will update each player`s score so everyone knows how everybody else is doing. We are also thinking of implimenting a bracket system where the better scores moves on to the next round until one clear winner is determined.
3ptshoot Writeup

Group Photo

  • Ken Jones: Networking, Game Engine
  • Dan Tu: Graphics, Sound
  • Chris Lieggi: Menus, Graphics, Networking
  • Cham Oh: Sound, Intro

Attack on Planet X

This will be a 2-D side scrolling adventure taking place in outer space. The enemies will consist of asteroids which will have no intelligence, lower level space ships which will have moderate intelligence, and higher level ships which will have the most intelligence. The game will be controlled using the keyboard and will be displayed in 320x200x256. This game will also have the ability to play 2 player cooperative over a network.
planetx Writeup

Group Photo

  • John Brumbaugh: Graphics and Menu Programming
  • Matthew Curry: AI & Main Game Engine
  • Mark Andersen: Networking & Main Loop of Program
  • Nathan Hamstra: Sound Routines & Player Control

Aura

Aura will be a 3D flying multiplayer game, with the object of shooting down as many other players as possible. There may be a single-player option (against bots). The landscape engine will use texture-mapped voxels, with the other players being represented with scaled bitmaps. The graphics mode will autodetect between Mode-X (320x240x256) and VESA (either 320x240x32-bit or 640x480x32-bit). Networking will be UDP/IP under Win95 or Win98. The entire project will run in 32-bit protected mode. No other team members will be needed for this project.
aura Writeup

Group Photo

  • Peter Johnson: Graphics, Networking, Gameplay

Bar Crawl `99: The Journey Home

(null) Our hero, after a night of libations, begins his journey home. In a frogger inspired 1-2 player game you the 291 student can assume the role of four characters (each with his or her own special attributes and/or skills...ie, speed, and damage capacity, etc.). This will be a multi level game culminating in a journey home from a secret location. The game will be in VGA graphics with midi and .wav sound , and will feature a variety of Champaign/Urbana obstacles. This game will also feature hidden codes and secrets to highten the gaming experience.
barcrawl Writeup

Group Photo

  • Matt Van Iten: Sound
  • Matt Allison: graphics & i/o
  • Jay Emery: Game Play &Web Design
  • Jon Yuskus: graphics & gameplay

Battle Pong

As the title says, this game involves a simulation of a shooting experience. The game will involve a first person perspective with enemy sprites popping up on the screen. A light gun was planned to be interfaced as the input controller, but for now we have to do with the mouse. The NETWORKING gameplay will involve breeaking up into groups of two and playing against each other. In the single player mode, sprites will move around the screen starting at random locations with varying speeds. Further a tutorial mode shall also be made available... for practicing. On the whole, this project is designed to be a game that is not only FUN but also a learning experience.
battpong Writeup

Group Photo

  • Karan Mehra: Engine, Graphics and Networking

Battle in the Blue

Out there on the high seas several networked players will take control of the navy`s most destructive ships, battling each other for control of the map. This real time naval combat simulation will feature 320x200x256 graphics in an above 2D view. Ships will have the capability for various speeds, manouvreability, armaments, as well as AI fire-control and mapped damage. i.e. Hit the engine rooms and your enemy slows down; Hit the gunpowder storage and...well..you know. Anyone who wants to let loose with some 16" shells is welcome. High impact sound effects and graphic sequences will complement engrossing gameplay. This is NOT a basic `shoot-em-up`. Goals are to produce a simulation that requires players to use strategy and the features of their ship to the maximum in order to defeat others in various scenarios.
battle Writeup

Group Photo

  • David Kainer: Graphics Engine
  • Charlie Pikscher: Game Logic
  • Ryan Sawatzky: Networking
  • Charles Chandler, II: Sound

Circuit Defiance

Forget Starcraft. Forget Quake. Why play games meant to appeal to the mindless masses brought up on MTV and Intel comercials? We`re talking machine level here. We talking what assembly is to java. Your terrain is a circuit board. You`re up against computer parts, resistors, diodes, anything and everything found in those nerdy lunchbox like containers ECE students walk around with. This is not fantasy. This is reality. No bull. You and the machine. Protected mode and 640x480x256 resolution are a must. We support multiple input devices including the mouse and the keyboard. The game board will be set up as a grid (circuit board) where your character (an IC chip) must navigate through various structures (computer parts) to get to the exit. Already completed the eight maps we provide? Well we even offer a map maker to design your own! Are you ready? Or are you going to drop out into business and get a girlfriend? That`s right. We knew you liked being the ECE Department`s b@%!ch.
cktdef Writeup

Group Photo

  • Jeffrey Bogardus: Game Engine, Protected mode
  • Sanghun Chi: Sound & Input
  • Steve Lin: Graphics and Networking

Contra Wars

This will be an overhead-view (as in SuperContra for the SNES), multiplayer game. There will be no AI necessary as the game will be played completely by human players. The object of the game will be to kill all members of all opposing teams. I`d also like to have a secondary, smaller game for the killed players to play as they wait the rest of their team out. I haven`t thought of what this will be yet; members` ideas are welcome. Of course, players who are out will have the ability to watch the ensuing game too. The overall project`s goal will be to get the basics done and then submit the game to rigorous testing to make it play well: I`d rather have a simple game that plays well than a cool game that`s erratic or jerky and crashes all the time. The web page is now up with more information about the game itself. 150+ programmer hours.
contra Writeup

Group Photo

  • Ajay Kosaraju: Game design and Testing
  • Brandon Miller: Networking and Sound
  • Michael Schwarzlose: Graphics

Drag Racing Car Game

My idea is to make a drag racing car game with several different views to choose between (i.e. in the car, from the sky, from the stands). Sound effects would make the game more realistic and fun. The car should also react realistically to throttle, brake, and shifting. You can race the computer or another player via networking. You can also choose cars to race with (each car having different properties). This game (as it is with drag racing) tests reaction time and driving skill.
dra99 Writeup

Group Photo

  • Ryan Lindsay: car control/timing control
  • Greg Nayman: Sound
  • Mike Moore: Graphics
  • Devendra S. Hura (hura@): Graphics

Earth Forces

Earth Forces!
This is a 2-D arcade style shoot-em-up. It features fast-paced one player action where our hero responds to alien radio contact, only to find they`ve been lured along with our leaders to their most certain death in space, leaving Earth vulnerable to assimilation.

This game features fixed side-scrolling action, with computer opponents made "smart" with AI. Each enemy has a unique movement pattern and attack features including stealth and interaction with the player ship`s movement differentiating one opponent from another. Each enemy object has a special firing mechanism with intent to take you out. The game also features an enemy boss for which you must destroy. But the player is not helpless against their onslaught! The main ship is not only equipped with the ability to pick from 4 colors, but it has a small arsenal or lasers, missles and super bombs.
e-forces Writeup

Group Photo

  • Brian Buhr: Graphic Engine and Special Effects
  • Christian Guerra: Sound
  • Matt Hong: Core code and Graphics Imaging
  • Brian Slechta: Gameplay and AI

Horizon

We plan to make a web browser that uses hyperlinks to display simple Web pages. The browser will implement the following functions: back/forward/credits/quit buttons, text colors/scaling, hyperlink underlining, BMP/PCX image display, and scrolling. The browser will be shown in a Windows-type display window in protected mode 1024x768x256 SVGA. The browser will also have a client/server function to allow transfer of files between networked computers using NetBIOS. If time permits we also plan to implement: bookmarks, TCP/IP networking, and WAV/MIDI background sound.
horizon Writeup

Group Photo

  • George Neurauter: HTML conversion
  • Chris Wissing: Graphics Design and Implementation
  • Adil Hussain: Graphics Design and Implementation
  • Isaac Sanchez: Networking

Infantry 401

This will be a multi-player combat game where each player have their own view of the share-map. each player start off with a generic gun, which have small range and damage power. As the game progress, different wepons and supplies will be dump onto the screen. who ever gets the wepon first gets to put it into their wepon collection. each wepon have their advantages. For example, a homing missle is a smart wepon that follow you for a certain amount of time and range, but a medium damage. A Power missle will only shoot striaght and have less chance of hitting a taget, but once hit will take have your life. All wepons have their uniqe range, damage, and quanity. Their will also be medical supply poping up in the game at random times. also their will be more than other players that you have to worry about, like fire pits and such. Also teammates suggestions are more than welcome. I need a graphics, network, and AI or sound person.
infantry Writeup

Group Photo

  • Jimmy(Zhen Wen) Chen: Game logic
  • Peter Paul Lai: Graphics
  • Ray O`Connell: AI/Sounds
  • Siddhartha Bhatt: Networks

Madmartigan

For this project, we are going to design a 3-D adventure game (i.e. Doom, Wolfenstien) set in feudalistic times. Players can choose between 4 different characters (Knight, Sorcerer, etc.) and will use the keyboard to fight against computer generated creatures as well as other players over the network. Each player will be rewarded for their kills with gold and more pwoerful weapons. Ultimately, the players will need to work together to defeat the Evil King.

Our game will include MIDI background music as well as WAV sound effects. The networking will be implemented in a peer-to-peer model using NETBIOS. Similar to MP5, each user will broadcast periodic Hello and Update messages, as well as a Goodbye message upon quitting. Finally, our adventures will take place in 640x480x256 resolution.

madmargn Writeup

Group Photo

  • Sasanka Chalivendra: gameplay/AI
  • Fred Koopmans: gameplay/graphics
  • Dan Nguyen: menus
  • Michael Fricke: sound/webpage

Mini-Golf

At the Lock Woods golf course in Urbana, we plan to have 9 holes full of fun and surprises. Windmills, waterfalls, and Caves await as you navigate through treacherous traps and hazards, all in an attempt to beat your fellow players, both over the network and with head-to-head play on the same computer. Dazzling SVGA graphics (okay, maybe VGA...) and sound will be incorporated. Golf club control will be the mouse.
minigolf Writeup

Group Photo

  • Xin Chen: graphics, hole handlers
  • Syed Ahmed: mouse handlers, animation, networking
  • Chris Shannon: sound, hole handlers, cursor positioning
  • Ryan Pratt: ball physics, AI, keyboard handlers

Multi-AVI-syncrhonization (MAVIS)

Have you ever gone to a car show and seen a video play across four or nine screens? This will be the basis of our project. We will decompress the sound and video information from a standard video file (chances are that we will be using the avi format) and stretch the image across four, nine, sixteen, etc... screens. The synchronization and video controls will be accessed via a main host CPU, while the others simply take care of obeying the synchronization commands (through the NetBios). One of the main challenges come from decompressing the video file, as extremely complex algorithms are often used to compress the image (down to 1.75 bits per pixel!). The other problem will result from local synchronization of video with sound. Although there are mechanisms to insure quick playback, these mechanisms must be tailored for the specific purpose of synchronization.
mavis Writeup

Group Photo

  • Razvan Mathias: Design, Interface
  • Ari Silverman: Network Synchronization
  • Sidney Thong: Sound playback
  • Peter Prokopios: Video playback

Network Phone

We will be creating a network phone. It will send full duplex audio over the network, allowing conversations between remote locations. We currently plan on supporting more than two people in a conversation, so it will be like a conference call. There will be a GUI, and you will be able to send a picture when you join a conversation so that others can see who you are. We may include some additional sound processing or other features if time permitts. We will be limited to 3 people working on the project.
netphone Writeup

Group Photo

  • Todd Manchester: Networking
  • Kevin McMahon: Graphics, User interface, Other
  • Jason LaPenta: Sound

PEZ WARS

PEZ WARS will be a top-down 2-D video interface game. This game will utilize 320 by 200 screen resolution, and will use a 256 color palette. The board will be tile based, and double buffered to prevent flickering.

In this game the combatatants will utilize different weapons (PEZ dispensers) to inflict harm upon other players. There will be at least four different weapon models differing in aspects such as range, reload rate, firing rate, capacity, and of course damage inflicted.

Also included are two different modes of play. For a multiplayer mode of up to four players we will implement multicast network support similar to the networking done in MP5. For a single player mode, we will include a simple AI for a one on one PEZmatch. The game will feature interactive menus with mouse handling capabilities, and an original soundtrack. The game itself will be keyboard based.
pezwars Writeup

Group Photo

  • Alex Jurcik: Game Mechanics - Structures
  • Ava Jamshidi: Graphics, Menus, Introduction
  • Don Brown: Sound/Music
  • Michelle Tarson: Networking, Menus

Quester

Quester is going to be a 2-D side scrolling air fighting game. Players will be able to upgrade their weapons and fight various bosses. Music (MIDI and WAV), and 320x200x256 graphics are some of the features we plan to implement. We hope to make Quester unique from other games by have partially interactive background images. The images are interactive by parallax scrolling. As some objects will be in front of or behind the ship. We want smooth gameplay so there is one mode for game play, by using the mouse. Also the game will be complete.
quester Writeup

Group Photo

  • Nick Bhavsar: Background graphics, weapons, main ship
  • Sergio Solomon: Bosses, enemies and AI, SoundFX
  • Joseph Petrovic: Networking, midi background sound
  • Josh Bishop: (null)

Raytracer

Implement a raytracer with primitives such as spheres, cylinders and planes in 640x480 and 24 bit true color colors. Include functionalities such as a point light source, shadows, diffuse lighting and specular highlighting. We hope to implement this project in protected mode to utilize the flat memory structure so our image will be able to be put to the screen. We will implement the program to write to a windows bitmap file. This project is very scaleable and very modular so we can set realistic goals. Raytraced images can be dazzling to the eyes, and in assembly we`d be able to make the program run very fast. The images we could output would also make this a lot of fun.
raytrace Writeup

Group Photo

  • Nikhil Tilwalli: graphics-shading,highlighting, file IO
  • Shelly Henry: primitive intersection, shadows
  • Shyam Kurup: interface, protected mode conversion
  • Peter J. Arialis: interface,pmode conversion,documentation

Shop Lifter!

ShopLifter! is a networked 2 player game in which you have to gain enough money to pay for your senior trip to Hawaii. Instead of staying in class, you decided to bust free and head to the mall hoping to steal enough merchandise to pawn for big bucks later. You`ve got to avoid the mall-trash and the marshall law or loose your life and your sunbathing dreams. Specs: Networking: 2 player game on 2 machines, communication Graphics: Character images, Backgrounds, Animation Sound: killer track and effects for game
shoplift Writeup

Group Photo

  • Amy Devine: Graphics Engineer
  • Chris Roth: Sound
  • Dominick Gallo: Gameplay
  • Guanyao Cheng: Networking

Snipers

Snipers is a networked game where you try to kill each other. If you are too slow, you can always boost your own ego by killing the computer. You start in a corridor and choose a room to go into, and shoot at your friend/enemy who is in the opposite building. By changing floors and rooms, you can manuver yourself into a position where you see your enemy, but he can`t see you Interesting network play can result. Hold the right mouse button for the right time and you will even get to throw a grenade or two for some extra damage. There is a big cheat in the game. see if you can find out.
snipers Writeup

Group Photo

  • Krzysztof Duda: Game engine, sound
  • Rafal Skorka: Game engine, networking
  • Tao Ge: Game engine, graphics

Sub Hunter

Sub Hunter will be an underwater adventure where the player commands a submarine. The object of the game will be to hunt down and torpedo enemy submarines. The main goal of the project is to code a game in assembly that provides real-time play action and includes multi-dimensional views and the ability to play over a network. Two views of the surrounding waters will be provided. The first will be a radar which will show the location of all players within in a given range. The second will be a three-dimensional view port looking ahead. An AI routine will be used to implement computer opponents and to run the weapons. The weapons will be a simple torpedo that automatically tracks a locked-on opponent. The autotracking will have a dangerous aspect in that it will lock onto anything that moves into the field of view of the torpedo.
subhunt Writeup

Group Photo

  • Robert Jon Wheeler: 3-D Engine
  • Vadim Tokarskiy: Networking
  • Jason Makulec: Sound
  • Greg Muthler: Graphics

THE x86 MAZE:

The GOAL of "THE x86 MAZE" game is very simple. You are an ENGINEER and you need to find the ALU or FPU and "EXECUTE" your instructions as QUICKLY as possible. Unfortunately, there are tens of MILLIONS of microscopic transistors that do NOT seem to be switching properly.

To get through the "THE x86 MAZE" you have to know your combinational logic well (some say at least ECE290). You control a ENGINEER and as you open or close the gates, you can see your ENGINEER moving towards the CPU. You WILL figure out ways of melting your opponents` transistors and creating faults in his/her way. Just REMEMBER you only have 30 volts of potential energy!

The technical specifications include coding in real mode, MIDI & WAV Sound FX, Maze AI, and Networking for multiplayer games. Most of the ACTION will be on a 3D background with an ABOVE 2D view of the Maze, a x86 microprocessor. (SEE WEBSITE FOR MORE DETAILS)

x86maze Writeup

Group Photo

  • Asher C. Martin: Game Engine, GUI MAZE, Menus, & I/O
  • Robert H. Ikeoka : MAZE AI, Player Movement, & Strategy
  • Mudassar Bashir: Network, NETBIOS, Interfacing, AI, Menus
  • Ajay Ladsaria: Sound FX, GUI MAZE, & Game Engine

Tunafish Instrument Tuner

The two major goals of this project are 1) PC is to produce a pitch to tune to. This is either to be done by selecting a pitch with the mouse (GUI). 2) Take the instrument`s sound as input and give feedback to user where the pitch is in reference to the tuning pitch. (graphical feedback) This project is definitely not limited to these specifications, but these goals should be the min requirements to be met. (I think)
tunafish Writeup

Group Photo

  • David Marshall: sound
  • Tim Wilson: graphics
  • Joshua Berry: fft and main
  • Joanna Washburn: fft and mouse handler

Underwater Escapade

This deep sea adventure will be a networked action game. Up to 8 people will dodge dangerous fish, sharks, and other underwater dangers while seeking out their oppenents. Lovely mermaids and power-ups may help them along the way. The playing field will be a top-down, multi-screen map, and include a mini-sonar to locate enemies. We will attempt 640x480 screen mode, but may resort to 320x200. Keyboard input will be used, with the possible addition of mouse and joystick support. Sound effects and MIDI music will also be included.
escapade Writeup

Group Photo

  • Nadir Ahmad: Game Engine, Networking
  • Chris DeNamur: Game Engine, Graphics
  • Ben Faulkner: Game Engine, Movement
  • Naveen Viswanatha: Game Engine, Sound, Game Input, PIC