Pente is a board game in which two players alternately place stones on a 19x19 (15x15 for our purposes) grid in an attempt to form a chain of five stones in any of the four orthogonal, or two diagonal directions. The board will use mode 13h graphics and the game itself will interface via the keyboard and/or mouse. Sound, AI for single player or more elaborate graphics may be added if time permits. The key programming areas are keyboard/mouse I/O, mode 13h graphics and the algorthims that govern the game state.
Approval Status: Approved with hesitation (see comments)
Team Members and Expertise
Tony Clyde: Graphics
Justin Lang: Game Logic
Aaron Bailey: Mouse I/O
Flipper`s Revenge
Flipper`s tired of tuna fishermen who aren`t using dolphin safe nets! So, he`s planning on protecting his home by capsizing all fishing boats while dodging the dangerous nets. His girlfriend Flippent meanwhile watches from below, worried about her mammal-mate – so, she doesn’t seem to be noticing the sharks that come by every once and a while, wanting to eat her! Poor Flipper has to protect her too, because she’s very important. Every once in a while, she’ll come up and support her mate by capsizing all the boats on the screen for him!
Graphics will be done in Mode 13h. The boats will appear randomly and often – like whack-a-mole games. Flipper will have a health bar for when he gets hit with a net. There will be a boat counter that says how many boats need to be hit before winning.
How many times have you looked around the Wash U campus and thought to yourself, "I could definitely run this place better than the people in Brookings"? Hundreds--if not thousands--of times a day most likely. Now you`ll get your chance to run Wash U as you see fit. Design the campus and allocate the budget, all while placating the adminstration, faculty, and students. In SimWashU, you can run the entire campus, furthering your neverending quest to move Wash U up in the college rankings. The buildings will be probably be static images, although their state will probably change over time (in terms of sim-years, rather than real time). The campus will be originally implemented without roads, although adding roads is not out of the question. Each variable of the campus (eg student population, number of recreational facilities, amount of budget allocated to recreational activities, number of faculty, quality of faculty, etc) will influence the ranking of the school in set ways, although these ways will not be officially documented except in the detailed specification design.
Adam Greenbaum: Data structures pertaining to the map
Mark Remeikis: Graphics
Paul Donnelly: User interface / graphics
Marc Zornes: Game play
Wash U Day
Classes are hard, but time management is harder. In this game, you`ll get a chance to simulate a normal day of classes, activities, work-study jobs, socializing, eating, and sleep. You`ll be provided with a large amount of choices for what to do with your schedule, all the while trying to balance your academic, physical, and social health. If you acheive this balance, you could win the coveted title of "Big Man/Woman on Campus," while failure could lead to such severe consequences as a call for EST, losing your scholarship, or not having a roommate to live with next year.
The game display consists of a list of activities accompanied by the time it takes to complete them as well as a display of either the person`s room, a map of campus, or the actual character (up to the group to decide). Keyboard input seems like the best way to make a choice for an activity. Certain activities can only happen once a day (like classes) while others can be repeated (studying or hanging out). Each activity will be accompanied by a small game or video sequence. Possibly depending on how well the student does at the game may determine how negatively or positively it will effect one of the health bars. The health bars will be updated after each activity and by the end of the day (say 1:00 AM), the final screen will report to the player how well or how poorly they managed their time.
In the game of soccer, when both scores are tied there is a penalty kick off. This project will consist of a player kicking penalty kicks. The design is to have a player kicking the ball into the goal and a goalkeeper trying to catch the ball. Every time the ball goes into the goal, we update the score by 1 point on the kicker’s team. If the kicker misses, we update the scoreboard with a zero for the kicker’s team and a one for the goalkeeper’s team. After five kicks, we will check the scoreboard to see which team won the game.
Ex. If the kicker only makes 2 out of 5 kicks into the goal, the goalkeeper’s team will have 3 points and the kicker’s team will have 2 points. The score will show the goalkeeper’s team won the game.
Beverage Pong is a game invented in the thirtheenth century, played by conintental european monks. Actually, beverage pong is a competitive drinking game played by college students across the world. Beverage Pong entails throwing a ping pong ball into your opponent`s cups, which are filled cheap beverages(e.g. Miller High Life). Each team will have ten cups. The winning team will have made every cup with the ball, and the losing team has one try to force overtime. Overtime consists of only three cups. As players drink more throughout the game their skills decrease. We will use mode 13h graphics and the users will interact with the game through the keyboard. Keyboard strokes will determine the accuracy and distance of each shot. The shooting will mimic the free throwing shooting found in NBA Live, a basketball game.
Approval Status: Approved with hesitation (see comments)
Team Members and Expertise
Deji Jimoh: game play
Young Park: graphics
Gone Fishin`
For all you anglers out there, now you can bring the excitement of sitting in a boat and staring at the water for hours to the comfort of your own home. Yep, Gone Fishin` is a fishing simulator for the PC.
What makes this game interesting is that the control over the rod and reel will be simulated via the joystick. The stick itself will represent the handle of the rod, while the buttons would implement the release line and reel in functions.
The game will start out as a first-person view of the user holding a fishing reel and looking out over a lake or pond. A fish-finder will show the location of fish relative to the boat. Using the joystick, the user will physically pull back the rod and cast it out with a forward thrust. The magnitude and direction of the movement will determine where the lure lands. If you land near a fish, the view will change to a 2-D side view and you will attempt to hook the fish and reel him in.
Real fishing strategy will be employed in the game. The user will need to nudge the joystick back and forth to jiggle the lure to attract the fish, but too much could scare it off. If the fish bites, the user will need to quickly pull back on the joystick to set the hook. Bigger fish will take longer to reel in and will need more slack on the line, as well as being smarter than smaller fish.
Time/manpower permitting, other features could be added, such as the ability to switch to an overhead view of the lake and pilot your boat to better fishing waters, with the help of your fish finder. This would also be a great canditate for force-feedback, but I think we`ll leave that for the 1.1 patch :o)
The major components of this game will be:
1.Joystick/KB interface
2.Artwork/Graphics
3.Fish AI
4.Main game driver
You were running late for a very important engagement. On your way home, you noticed what looked like a good shortcut, and decided to take the chance. When next you are aware of your surroundings, you are no longer in this dimension. You have become trapped in another dimension with no idea of how you got there and no idea of how to return.
Dimensional Dilemma tells your story as you struggle to find a way home, overcoming great obstacles during your journey.
This short RPG will be written to use text-mode video and keyboard controls.
Using the DFR 200 finger print scanner (made by compaq) hooked up to a parallel port, we will create a program which will do the following:
1) read the scanner,
2) display the image scanned onto the screen and
3) save the image to disk in one or two different formats.
Necessary skills will be:
Parallel Port I/O,
Video I/O, and
Disk I/O with knowladge of image formats.
If we have enough people and time, and if the hardware supports it, we may pursue different image scan resolutions as well.
Spacewar 3060 will be based on the classic vector graphics game of Spacewar, including a variety of nifty improvements like asteroids, improved physics, various other space-obstacles, sound, multiple computer-controlled ships, multiplayer modes, progressive "levels," and more.
Spacewar involves two ships trying to shoot each other up over a toroidal (wrap-around) universe. Motion will be governed by almost-Newtonian physics, where ships will have to rotate and apply forwards thrust in order to navigate.
High-res SVGA graphics will be considered as it makes vector graphics look extra-nice.
(Spacewar involves neither war nor fictional loss of life)