(2004) Project One - first university game programming club project
Last updated on February 12, 2011, 17:11 by Sebastian Mihai
Towards the end of 2003, soon after the formation of the Game Programming Club (I had just started second year), we decided that we should make a game, as a team.
We swiftly divided out general and poorly scoped tasks to everyone, not really considering that not everyone had the same goals. My part was the engine, and I started working on it immediately.

The plan was to create a Diablo-like action RPG. The communication was quite scarce, and after a while, I found that I was taking the game, titled Project One, in my own direction. Soon, everyone was doing their own thing, and I gladly continued by myself on Project One for about a year, on and off.

By the time I became disinterested in it, it could do some nifty things:
  • NPC alignment - you could have opposing NPC teams, and it was awesome to make them fight each other
  • Triggers - these could be set-up to have basic narration and NPC acting
  • Combat - attack speeds, recovery from hits
  • Arbitrarily scaled textures - you could build huge castles, and awesome forests by varying proportions of textures
  • Multiple textures on a cell - you could control the texture on each side of a wall

It also had a WYSIWYG map editor which could
  • Control map objects and their properties
  • Create NPCs and modify their statistics and alignment
  • Create unreacheable areas, bounding the map
I've included the source code for anyone interested. The plan had never been to make something as broad as this, which can explain the poor quality of the application. If I could start it again, I'd definitely write it in a more modular fashion. But it still makes me happy. It gave me something nice to do between school assignments, etc. It is a Visual C++ 6.0 project, with a very small amount of outside code (TGA loading mostly).

I'm also including two videos captured way back in 2004. The first shows some of the game's capabilities, and the second shows the map editor in action.
The music during the second video was meant to play throughout gameplay, and I added it just to see how well it would fit in with the "look" of the game. Why I chose
the map editor, I have no idea.

The graphics were taken from a freeware tile/sprites website. I think I created the ugly mouse cursor, and that's about it...

Downloads


Source code
- Source - Complete Visual C++ 6.0 source package

Gameplay footage






Map editor footage (and test in-game music)






Screenshots


If you use the materials on this page, or any other page on this web site, you do so at your own risk. They are provided "as is". No warranty is provided or implied. I neither guarantee that the materials will work, nor that they will not be harmful in any way.

ZX Spectrum development - Husband Chores (in Z80 assembly language)

Intellivision development - Hotel Bunny

Coverage of my projects

My homebrew cartridges

No Snakes! - a multiplayer game over serial port

Sega Dreamcast development - Overbearing Burgers

Snowdrop OS - my operating system from scratch, in assembly language

libzx - ZX Spectrum game programming library (Z80 assembly language)

Compact Pong - game in C# for the Pocket PC (Windows Mobile 2003)

TOTP (time-based one-time password) authenticator in C# (.Net)

aSMtris - Tetris in assembly language (x86, 16-bit)

Balanced Diet (GBA) limited edition

Gameboy Advance development - Balanced Diet

Atari 7800 development - Poetiru

Arcade ROM hacking - Knights of the Round translation

PocketStation development - Pocket Worm

Sega Game Gear development - Burgers of Hanoi GG

Pokemon Mini development - Mini Cookie

Magnavox Odyssey2 development - Red Green

Sega Dreamcast VMU development - Raining Squares

Nintendo GameCube development - Mama Bear Puzzle

Nintendo Wii development - Groundhog Puzzle

Sega Saturn development - Saturnade

Atari Jaguar development - Jagmatch

Sega CD development - Blackjack CD

Nintendo 64 development - Don't Be Square

Commodore 64 development - Tube64

Sega 32x development - Eight Queens

WonderSwan (Mono) development - Swan Driving BW

WonderSwan Color development - Swan Driving

Animal Keeper - a JavaScript and HTML5 Canvas game

3DO development - Space Invaders Invaders

Sony PlayStation development - The 11th Power

Sony PSP development - Newton Voyage

Nintendo DS development - Geoincursion

Gold of the Kingdoms - an XNA/C# homebrew game

Blue Elf 2 309-in-1 JAMMA PCB - troubleshoot controls not working

Fractals in JavaScript and HTML5 Canvas

Angry Video Game Nerd (AVGN) theme song on the Gameboy Advance

Novice calligraphy - Gothic hand, with letter guide

Video compilation of my classic console homebrew games

Seven segment display circuit with the 4511 decoder and the 4029 counter

A simple Atari 2600 joystick tester circuit

555 timer and 4017 decade counter - traffic lights circuit

Catch That LED! - an electronic game circuit

Capacitor study circuit

BlackBerry PlayBook development - Sheepish Bearings (Native SDK, OpenGL)

Neo Geo Pocket Color development - NGCollector

Neo Geo development - Neo Thunder

Atari 5200 development - Shooting Gallery

ZX Spectrum development - simple input/graphics example

Vectrex development - Scalar Ownage

Nintendo Virtual Boy development - Real Danger

Gameboy Color development - Burly Bear vs. The Mean Foxes (GBC version)

Sega Master System development - Burgers of Hanoi

Colecovision development - Mowleco

TurboGrafx-16/PC Engine development - Alddee

Atari Lynx development - Catkanoid

Nintendo NES development - Invaders must die!

Atari 2600 development - Snappy (batari basic)

Super Nintendo development - Bucket

Gameboy Advance development - smgbalib library

Airplane Vegas slot machine

Sega Genesis development - Gen Poker

(2004) Project One - first university game programming club project

Gameboy development - Burly Bear vs. The Mean Foxes

(2006) RGB Overdose - university programming contest entry