
Welcome to the ancient world of
Kung-Fu clan wars! Your clan has just engaged in a deadly
struggle for domination with an enemy clan. Your
objective is clear: enter the enemy base and assassinate
their leader. Good Luck! May the force be with you! (or something...) |
Team Members: |
Expertise and Responsibilities: |
| Sebastian Magda | Graphics (sprites, collision detection), project integration (Team Leader) |
| Ken Moy | Networking |
| Mike Ni | Graphics (scrolling and buffers) |
| Cheng Kok Hong | Sound |
Game Play |
| The game is designed specifically
for a networked environment. For a full enjoyment of the
game, minimum of four players is required, but the more -
the better! At the start of the game each player can
choose which of the two clans to join. When all the
players are ready, the server will initialize the
game. The objective is the same for all players: win the war with the enemy clan! This can be accomplished in two ways. The faster way to cripple the enemy is to assassinate their clan leader. However, to accomplish that goal the player has to fight his way into the well-defended enemy stronghold. Another way to a victory is through daily street fights with members of the opposite clan. |
Graphics |
Scrollable Map:The action of the game takes place
on a 2D scrollable map with a side view of the game
action. The map is composed of tiles representing
different pieces of the map. The actual layout of the map
is stored as a look up table. Each tile is indexed with a
BYTE allowing for a maximum of 256 different tile
pieces. Design Details |
Sound |
The gameplay is enhanced with stereo
2D sound effects and Midi music. The sound engine
implements sound effects mixing and biasing speaker
volume to produce a 2D effect, where sounds seem to
originate form their actual location on the map.
Design Details |
|
Networking |
| Players initiate the game by
connecting to a known game server. The server
automatically assigns players to a team, a player ID
number, a group name, and the players starting
state. During the game all game clients broadcast
update messages about their current state to the other
clients. At the end of the game the server contacts
each client informing them the game is over
In addition during the game, clients have the option of broadcasting messages to the other players in the game. (The following link also includes the DrawPlayersStatus function) Messaging Design Details |
Last updated: 11/20/98
by Sebastian Magda