ROUNDS
ROUNDS
5 Person Team
Custom C++ Game Engine for Content Driven Development
3 Week Project
Raylib and box2D engines for physics, inputs, and audio
Project Description
My second semester final project in grad school, was to recreate an existing game in our custom content driven C++ engines. My team chose Rounds, developed by Landfall. The description of the game can be seen here. Experience hype-filled dueling! Shoot, block, and jump your way to victory with your shotgun-rocket-launcher-that-shoots-heat-seeking-bouncy-missiles or one of the other over 11.2 million different powerup combinations.
My Roles
Utilized my game engine.
As a team of 5, one engine out of our 5 had to be chosen and due to my easy to use custom JSON Parser mine was chosen.
My JSON parser was able to encode data in both of the key and value in the pair, and convert them into custom Gameobjects, actions, events, and prefabs. This allowed us to create systems entirely through JSON scripting.
Levels, Customization screens, Card Selects, Players, Bullets, and Obstacles were all entirely defined in JSON files, and read in and then parsed into the game.
Created the Customization Screen
Made custom UI objects that were definable in JSON, which utilized certain read in images, based on the UI objects typing. This allowed players to select an eyes object, a mouth object, and a hat object. Which could be colored, and then placed onto their character for the game.
Created the Card Select Screen
Utilizing a similar UI object navigation system to the customization screen, I was able to develop an Action in JSON that would spawn a random card at my set location. This allows the game to offer players randomized builds each time they played the game.
Created 11 Cards
Implemented Audio.