| Networked Gravity Blocks (Example!) |
| Website:http://courses.ece.uiuc.edu/ece291/mp/mp4/
| Email: jpotts@uiuc.edu |
| Description: |
For this project, we will develop a rambunctious multiplayer version of the Gravity Blocks. As a player, the goal is to erase more blocks faster than your opponent, causing extra blocks to cover your opponents screen and causing him to lose.
We will use EX291 to enable beautiful high resolution graphics to deliver a stunningly playable puzzle game. As sound becomes available, we will integrate a small selection of experience enhancing sound effects.
Network play will be implemented to allow multiple students to participate in the fun, twirling blocks. |
| Approval Status: Approved
|
| Members: |
| Josh Potts: Networking |
| Justin Quek: Graphics |
|
| 2 - Player Turning Tetris |
| Website:http://www.ews.uiuc.edu/~rhsiao/tetris.html
| Email: rhsiao@uiuc.edu |
| Description: |
| We propose to create a high-stakes, high-stress battle of the minds... a networked tetris game. This endeavor will operate using the usual tetris constraints. Two players will compete against each other over separate computers. As a player racks up more points in comparison with his opponent, the opponent's screen will rotate to a more visually impaired angle... a new twist on an old game (no pun intended). Our team has been determined. |
| Approval Status: Approved
|
| Members: |
| Michael Liu: Gameplay/ Graphics |
| Matthew Owens: Networking |
| Robert Hsiao: Gameplay / Music |
|
| 2002 Tank Wars |
| Website:http://www.ews.uiuc.edu/~amitgarg
| Email: amitgarg@uiuc.edu |
| Description: |
| The basic features of our laser shooting tank game are as follows:
1) Rotating environment where the player's tank stays centered in the screen and the environment rotates and scrolls around the player.
2) The intent to allow 1-4 players to play against each other and/or against a machine programmed AI.
3) The environment will consist of a country landscape consisting of trees, little houses, shrubs, outhouses, roads, water, fences, chickens, lakes, cows, gravesites, bonuses which may include scores or more laser power.
4) We will have different power lasers to shoot with- Big lasers vs. little lasers, where the big lasers will do more damage. |
| Approval Status: Approved
|
| Members: |
| Amit Garg: Demolitions Expert |
| Josh Cadruvi: Networking |
| Greg Linder: Graphics |
| Siddharth Swaminathan: Networking / Environment |
|
| All Star Tennis |
| Website:http://www.ews.uiuc.edu/~ittner/allstar.html
| Email: wfinn@uiuc.edu |
| Description: |
| We plan on creating a one-player tennis game with multiple characters and multiple courts. Each character will have different attributes, as will the courts. The computer will have varying levels of AI. Sound and graphics will of course be included. Group already formed.
The view will ideally be from a 45 degree angle from the player's perspective. If this proves too difficult, we will have the view be overhead. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Eric Ittner: Sructure/Interface/Gameplay |
| Michael Duncan: Graphics |
| DARREN PALANDRI: Collision Detection/Handling and Sound |
| Bill Finn: AI/Sound/Graphics |
|
| Asteroids Super Deluxe |
| Website:http://www.cen.uiuc.edu/~drobb/ASD.html
| Email: drobb@uiuc.edu |
| Description: |
| I would like to make an improved version of the classic game asteroids. First of all I want it to be in 3d, that is, your little spaceship can move around in a 3d environment, and the asteroids can as well. I would like to use LCD shutter glasses so that a player can actually see what is going on in a 3d nature. (This technique might be impossible to use on an LCD flat panel display because of slow refresh times, but we'll figure something out). I would also like to make this a two player game, where players compete with each other for points, and are able to attack each other (vs. another person on another computer, or against AI players.) I will need someone to work on 3d graphics (I can help with the whole 3d output part), I will need someone to work on networking, and I will need someone to work on sound. Of course there is a lot to the game that doesn't fall in these little categories, and we will split that up so that we all have an equal amount of work to do. |
| Approval Status: Pending (was Approved with Hesitation)
|
| Members: |
| Chris Banek: |
| Dustin Robb: Parallel Port LCD shutter glasses and AI? |
| Louis Kazaglis: Linear Algebra |
| Lawrence Lau: |
| Manan Shah: |
|
| Burnt Dirt |
| Website:http://www.ews.uiuc.edu/~swaite/BurntDirt/
| Email: bshirley@uiuc.edu |
| Description: |
| Sorched Earth. 3D.
3D generated terrain, goofy weapons, and single-computer multiplayer. Hopefully we'll have sound, music, and AI as well...
We've got a full group already. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Brian Shirley: 3D Engine & Terrain Graphics |
| Nick Ilchena: Gameplay Logic & Weapons |
| Matt Young: Game Physics, AI, Models |
| Sheldon Waite: Documentation, Interface, 2D Graphics |
|
| ChatterBoxx |
| Website:http://www.students.uiuc.edu/~chesterf/Chatterboxx.htm
| Email: chesterf@uiuc.edu |
| Description: |
A networked interactive real-time chat program with a graphical user interface.
Our primary aim is a GUI-style IRC (c.f. mIRC)
Depending on the final size of the group, we will attempt to implement various additional features similar to those available in existing "Messenger" applications, such as Yahoo, AOL and MSN. These include:
- Sound notification of activity
- TA waiting list
- File transfer
- Screensaver indicating an idle user
Additional areas:
Graphics, Sound, Server (2)
|
| Approval Status: Approved
|
| Members: |
| Sarah Chesterfield: Networking |
| Cuihong Wu: Client |
| William Jonatan: Server |
| Lauren Robinson: Graphics |
| Preetha Thulasiraman: Sound |
|
| Chesscraft |
| Website:http://www.ews.uiuc.edu/~stears
| Email: tmburns@uiuc.edu |
| Description: |
Chesscraft is a modified 4 Player Chess arena, with one player on each side of the board. Features:
- Move validation, castling, Check check, and pawn advancement
- Gold points, Level One and Two pieces
- High res graphics, animations
- Networking option: can be played on one or four computers
- Sound effects
- Mouse and Keyboard inputs
|
| Approval Status: Pending (was Approved)
|
| Members: |
| Edward Chen: Networking |
| Prakas Itarut: Sound |
| Priya Shah: Graphics |
| David Stears: Gameplay |
| Tim Burns: Gameplay |
|
| Galactic Invaders |
| Website:http://www.students.uiuc.edu/~jccurtis/ece291/
| Email: jccurtis@uiuc.edu |
| Description: |
We plan on making a cooperative re-make of the classic game Space Invaders. This will involve several players simontaeneously destroying the "Galactic Invaders" level through level. Multiplayer support will be available over the network, or have AI players help you navigate through space. Levels will increase in difficulty as enemy ships become smarter and faster. New enemy ships will be introduced at higher levels. High scoring rather than a conclusive end (i.e. never ending swarm of baddies).
This game will have an optional soundtrack as well as various sound effects to enhance gameplay. Graphics will be done in high resolution.
|
| Approval Status: Approved
|
| Members: |
| ben farmer: Gameplay |
| Pete Bojovic: Networking |
| Chris Grier: Sound and Gameplay |
| Joshua Curtis: Graphics and Gameplay |
| Roberto Caro: AI |
|
| Illirage |
| Website:http://www.ews.uiuc.edu/~pnhong/ece291
| Email: aknox@uiuc.edu |
| Description: |
| For this project, we will create a 2d side-scrolling parody of the classic game rampage that takes place
on the University of Illinois campus. The player will use one of several avaliable characters to destroy
various buildings. We plan to add sound to the game, as well as the ability for two players to play at
the same time over a network connection. |
| Approval Status: Approved
|
| Members: |
| Andrew Knox: Gameplay |
| Philip Barr: Networking (ece338), AI (ece348) |
| Peter Hong: |
| Arun Ramani: |
|
| MAD: Mutually Assured Destruction |
| Website:http://www.students.uiuc.edu/~rgore/ece291.html
| Email: stolze@uiuc.edu |
| Description: |
| My idea for this game is inspired by the classic, Missile Command. MAD will play much like that game, but will involve competition between two players over a network. Each side will have an SDI system to protect their cities from incoming warheads, as well as ICBMs and bombers to attack the enemy. Both players will earn money that can be used in different fashions to increase their offensive capability as the game progresses, making it increasingly difficult to survive. I believe the project will require 2 people to work on graphics and game mechanics, 1 person to handle the networking, and 1 person to implement sound effects.
(Addendum 4-1-01): Although we have a four person group assembled, I would be willing to add a fifth person, especially if that person would like to do sound effects. The additional person will allow us to devote more resources toward graphics and multiplayer options. |
| Approval Status: Pending (was Approved with Hesitation)
|
| Members: |
| David Katcher: gameplay/graphics |
| Kyle Dobkins: Networking |
| Robert Gore: Gameplay/Sound |
| Bryan Stolze: Graphics/Gameplay |
|
| MazeCraze |
| Website:http://www.ews.uiuc.edu/~razavi/public/index.htm
| Email: razavi@uiuc.edu |
| Description: |
The purpose of this project is to simulate a system where the Newton laws (and their extensions to translational and rotational kinematics) hold. This system is implemented by a board that can rotate on the xy plane about its central axis. There is a maze-like pattern of surfaces that is fixed on the board, therefore rotating with it. A ball rolls on and collides with these surfaces until it falls into a hole that is located somewhere on the board. The player can control the movement of the ball only by rotating the board to take the best advantage of gravity. The bulk of the project will be based on collision detection and intensive computations to derive the velocity vector of the ball given the rotating surfaces it rolls on and the possibility of free-fall (Please see the link). I'm looking for 3 other team members to help fulfill the following tasks:
- Graphics and board design
- Board movements
- Ball movements
- Collision detection
- Main loop and possibly sound
|
| Approval Status: Pending (was Approved with Hesitation)
|
| Members: |
| Brian Lam: Graphics |
| Dan Glitto: Menu, Sound |
| Pouya Razavi: GamePlay |
| Ash Riad: GamePlay |
|
| Medieval ECE |
| Website:http://www.students.uiuc.edu/~srpatel2/
| Email: srpatel2@uiuc.edu |
| Description: |
| The setting will be medieval times. There will be two castles placed on a hilly terrain. The game will either be one or two players. The purpose of the game will be to demolish the other person’s castle using different medieval weapons. Players will gain points by knocking the other player’s castle down completely. The number of points given will depend on the number of shots per hit ratio. After one round is over, a player will be allowed to buy better weapons by using their points. Each level will have a different terrain, and it will increase in difficulty. The game will have sound and AI. Looking for someone for networking. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Bhavin Chasmawala: AI and game mechanics |
| Shilpan Patel: Graphics |
| Tushar Patel: Sound and game mechanics |
| Yichel Chan: Networking |
|
| Missile Command Remix |
| Website:http://www.students.uiuc.edu/~jburch/public/
| Email: jburch@uiuc.edu |
| Description: |
| We plan to update the arcade classic Missle Command. While maintaining the original gameplay, we plan to add many features to add more options to the player. The player will be able to select from 1 player mode, 2 player timed/score competition (split screen), or 2 player team mode. We will also have more gameplay options such as power-ups, different enemies, and increasing difficulty. We also plan to implement sound and joystick control. We will need 3 team members, 2 for gameplay/graphics and 1 for sound and joystick implementation. |
| Approval Status: Approved
|
| Members: |
| Bobby Jania: Gameplay/Graphics |
| Joseph Burch: Gameplay/Graphics |
| Brett Pagel: Sound and Joystick |
|
| Mouse Track |
| Website:http://www.ews.uiuc.edu/~myim/Initial.html
| Email: myim@uiuc.edu |
| Description: |
| This is a two-player game. The objective of the game is to traverse a track from beginning to end using the mouse. As soon as the player goes off the track, the player goes back to the nearest checkpoint that the player has passed. During the game, the players must pass certain checkpoints before the timer runs out. Once a checkpoint is passed, the player gets points for passing that particular checkpoint, while the timer is reset to a new value for the next checkpoint. The track is designed so that the player can choose between different paths of different levels of difficulty. In more difficult paths, more bonuses will be awarded. The two players compete with each other in getting more points. The two players play on two different computers that are networked together. The entire track will actually be larger than a full screen. Rather than have the player move on the track, the player will appear stationary in the middle of the screen, while the track itself moves according to the movements of the player. Background music and sound effects will be added to enhance the game.
|
| Approval Status: Approved with Hesitation (see comments)
|
| Members: |
| Kent Borecky: |
| Jason Lawrence: |
| Michael Yim: AI, graphics |
| Wai Man Cheng: |
|
| Network Battleship |
| Website:http://www.ews.uiuc.edu/~gokli/battleship
| Email: gokli@uiuc.edu |
| Description: |
| We are going to do a networked version of the classic game Battleship. It is a two player game where each player places boats on his grid, which is hidden from the opponent. Then they try to hit each other's ships with torpedos. Sink all your opponents ships to win.
We will add other goodies as time permits (there are only two of us), such as variable ship numbers, special weapons, explosion graphics, and sound. |
| Approval Status: Approved
|
| Members: |
| Neal Gokli: graphics, gameplay |
| Jimmy Alexander: networking, gameplay |
|
| Nut Punchers |
| Website:http://www.students.uiuc.edu/~ssmercha/ece291/
| Email: ssmercha@uiuc.edu |
| Description: |
| This game can either be a race between two players (with a time limit) or a race against the clock by a single player. In single-player mode, the player will be given a set amount of time to navigate through a specified path using the arrow keys. In addition to this, the game will become a race between players in the two-player mode. The goal of the game is to reach the end of path before the clock runs out. If neither player manages to complete the path, the game will end in tie and no one gets points for that level.
The course of the path will be sparsely filled with obstacles and bonus packets. The obstacles will force you to change your path or move out of the way. You also have to be aware of obstacles that could put you out of the game for good. The bonus packets can give you more time to get to your destination. Player(s) will be able to see the obstacles by using the mini-map that will be provided on screen. In a two-player mode, the position of both players will be available in the mini-map, so the players can tell how far ahead or behind they are compared to the other player.
Once a player reaches the destination, they will get a point. After three levels, the person with the greatest number of points wins! |
| Approval Status: Approved
|
| Members: |
| Faisal Mohamed: Sound, menu |
| Sumon Dasgupta: Graphics/Outputs |
| Shayan Merchant: Main Gameplay/Inputs, Graphics |
| tariq hafeez: Multiplayer, AI |
|
| Pac Man Plus |
| Website:http://www.students.uiuc.edu/~mdbeyer/
| Email: brierley@uiuc.edu |
| Description: |
| We are planning to make the original Pac Man game with all of the ghosts included. Our game will have 2 players playing at once, or an AI opponent for the other player. Therefore, we must create an AI opponenet as well as the ghost AI's. We want to include some sound (background + eating ghosts or food). We will need four members to complete this final project. One person for networking, another for sound. We also need another person to create the AI's for the game. Another idea, could be to have a special ghost capable of splitting into 4 mini-ghosts that could slow your pacman down to a slower speed. |
| Approval Status: Pending (was Approved)
|
| Members: |
| Dan Brierley: Graphics |
| Chad Ilbery: Networking |
| Mike Beyer: GamePlay |
| Varun Verma: Sound |
|
| Pump up the music |
| Website:http://www.uiuc.edu/~kyuchang
| Email: kyuchang@uiuc.edu |
| Description: |
| Our group is going to make a game similar to the popular Dance Dance Revolution game. It has been a phenomenon in Japan and Korea; seen in every arcade, used in competitions, and even used as a dieting tool. It is a game that requires rhythm, coordination, and stamina. The player(s) is required to step on a four directional dance pad as prompted by the arrows (which represent ‘steps’) that scroll up the screen. The success of the player depends on his/her ability to hit the ‘steps,’ or arrows, in time with the beat of the song. Players are given a grade from perfect to poor at the end of the song, according to the number of steps they hit correctly. The game plays so that stomping and moving on the pad is a dancing motion. Each song has a different sequence of steps that the player must hit in rhythm on the DDR pad. The score and lifebar increases based on close to the beat the player hits each step; if a certain number of steps are missed, the game ends before the song finishes. Programming of this game requires the implementation and coordination of gameplay, graphics, sound and communicating with an external device (DDR pad). It is a challenge that our team is ready and willing to tackle with all the knowledge gained from ECE291.
|
| Approval Status: Pending (was Approved with Hesitation)
|
| Members: |
| Kyu Chang: gameplay |
| Sagar Shah: |
| Rajiv Yaratapalli: |
| Zheng Guo: |
| zion park: Sound and gamegroove |
|
| Risk |
| Website:http://www.ews.uiuc.edu/~cromley/ece291/
| Email: cromley@uiuc.edu |
| Description: |
This will be an implementation of the popular board game RISK, complete with AI. Computer and Human players, on their turn, place new armies, and then choose adjacent countries to attack "from" and "to", in an attempt to conquer the world. Tasks that need to be implemented inclued:
- Mouse based map of the world allowing for selection of countries.
- AI routine for computer opponent
- Game mechanics (dice rolling and results of attacks, movement of armies, etc).
- Data structures to hold country information
Members needed!!! |
| Approval Status: Approved with Hesitation (see comments)
|
| Members: |
| John Cromley: Willing to do any of the parts needed. |
| Jim Kohout: |
| Jonathan Krishnan: AI, game mechanics |
| Paul Barnum: |
|
| Save Ferris |
| Website:http://www.ews.uiuc.edu/~jmerkin/ECE291.htm
| Email: amcallis@uiuc.edu |
| Description: |
| Save Ferris is an intense multiplayer puzzle gaming experience. This game takes the puzzle game idea to a completely new level. Pieces can come from all directions to a central girder allowing for piece accumulation… IN ALL DIRECTIONS! The objective is to match four colors horizontally or vertically to eventually clear one wall of the central jail cell holding Ferris Beuller. This isn’t as easy as it sounds as there is a full array of power-ups for opponents to wreak havoc on each other. Power-ups range from speeding up the other player’s bricks, switching their controls, score enhancers, and replacing pieces to deter the oponent from winning. Players can select heroes, Jason Zych, Arnold Schwarzeneger, and Pebbles the monkey, to taunt or praise gameplay. The game will support two networked players, and is complimented with a selection of color schemes and other sounds for added fun. |
| Approval Status: Pending (was Approved with Hesitation)
|
| Members: |
| Andrew McAllister: Gameplay |
| Joel Merkin: Sound and Networking |
| Joe Beard: Graphics |
| Dave Weyrauch: Gameplay and Networking |
|
| SkyArena: 291 |
| Website:http://www.ews.uiuc.edu/~voccia/ece291
| Email: voccia@uiuc.edu |
| Description: |
I propose to impliment a game much like the SNES game Starfox.
This will involve implimenting a crude 3D pipeline that can handle somewhere between 100 to 200 triangles per frame using flat shading. It will also involve writing collision detection code.
On the non technical side of things we need to come up with a different name then starfox, and make sure the game is not a complete ripoff of starfox.
To do this project I am looking for two to three other people who know some basics about 3D graphics or know something about linear algebra and would like to learn something about 3D graphics. |
| Approval Status: Pending (was Approved with Hesitation)
|
| Members: |
| Erick Burtness: Model code and Gameplay |
| Irvin Lucas: Math and Gameplay |
| stephen schuresko: |
| Jason Voccia: 3D Graphics |
|
| Spring Break Roadtrip |
| Website:http://www.ews.uiuc.edu/~pchristo/index.htm
| Email: ballestr@uiuc.edu |
| Description: |
| Spring Break Roadtrip in Old-School Oregon trail style. Choose your group (2-5 people from 20-30 characters). Load up someone's car with gas, junk food, and cds in Champaign-Urbana and then go! On the way you will have the option to complete side quests like picking up hitch hikers. You have a few days to get to your destination combatting State Troopers, Bad roads, Fuel Shortage, Starvation, and Car boredom.
Needs/Has: 5 members
(Graphics / Music / Gameplay) |
| Approval Status: Approved
|
| Members: |
| Mandy Mucha: . |
| Andrew Ballester: . |
| Hesham Naim: . |
| Pat Christopher: . |
| Tom Newman: |
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| Go to Final Project Options |