2D Game Programming:
Grad Programming Project 3
Summary: You will develope a 2 d turn based stategy game
Due: Nov 13th (This is a Friday not a classday) at 11:59pmDetails:
You need to create a grid based 2D stategy game. Your game needs the following features
- You need to have at least 3 maps for the player to choose from.
map should be at least 30x30 25x25 grid squares (tiles)with a tile size of at least 40 pixals and allow at least 20
grid squares between the first player unit and the first enemy unit at
should be a way (I suggest a second map file) to assign a number of
start units at the beginning of the game. There should be units both
for the player and for the enemy.
- On the map you need several types of tiles
- There should be some terrain which is impassable
- There should be some terrain which takes one "movement point" to traverse
- There should be some terrain which takes more than one "movement point to traverse
- The units
- The user should be able to select one of his/her units in some way
- keyboard cycling. mouse select whatever manner
- once selected, using the arrow keys should move the unit until its movement points run out.
- running into an enemy unit should attack the enemy unit. (see combat below)
- Each side should have at least 3 different types of units.
- Each type of unit should have
- a different image with animations
- there should be three states
and attacking should be animated. (use any tileset which you have the
intellectual property rights to such as Reiner's tilesets.)
different movement point value that is accessable to the players (and
the number of moves left this turn should be visible to the player when
that unit is selected.
- Each unit should have its own "combat value"
- Each unit should have a "production cost" the number of turns it takes to make this unit
- lets make it simple
will be decided by taking each unit's combat value and adding a random
number from one to six to that combat value, The unit with the highest
total value wins the combat, the other is destroyed.
- Both the player and the enemy will have a "home base" setup by the map.
player's base will produce extra units. The player should be allowed to
choose which of his/her 3 unit types to produce. The unit should appear
"production cost" number of turns later. at which point the player
should be allowed/required to select another unit to produce.
- The enemy should always produce one of its three units from its base. You choose which one.
enemy should have one type of unit which is a non-moving 'garrison
unit' (which is not the kind of unit that the enemy base will produce.)
This unit should be setup in the map, protectively around the enemy
- The remaining enemy units should attack lemming like the players base.
- The first unit to occupy their enemys base wins the game for its side
- display (and keep displaying) a big message indicating to the player if the player either one or lost the game that that point
- Add sounds for combat and a sound for player win and another one for player loss.
- If you get all this done and want to add something more, feel free.
As usual, you may reuse up to (But not more than) 20% of your code from other sources. Be sure to reference any such code.
make sure your game assets are in subdirectories of your actual project
directory. Submit the entire directory tree compressed by email as
Your writeup will be more significant for this game. It will need to include
- Your name
- A Manual for the game
- how do I start it
- how do I play it
- unit selection mechanism,
- unit building
- how did you implement the game. Just a couple of paragraphs on what you decided to do and why
- References to any code or assets you used from elsewhere
- Anything left undone