2D Game Design Project 2 part 2
Now add AI/Or Multiplayer
Due Dec 14th at 11:59 pm (Reading day - which is actually after
the night class final.)
Summary: For this project you will extend your game from before
This Project:
Depending on your game type from before Add either an AI element or
Multiplayer as outlined below.
The Grading sheet/rubric (I've been
asked by some students who need to min/max to post this so you can focus
your efforts)
Possible games:
- 1) The 2d RPG
- The
Enemies should have a finite state machine that includes some sort
of idle or patrol state, and some sort of moving toward the player
state and some sort of attacking state. They also need to plan
efficiently to path to the player without ghosting through terrain
- 2) The tower defense game eg: myth
defense
- As the
Enemies spawn, and everytime you put down a tower on the map the
enemies need to recalculate a path to the goal. The path should
prioritize tiles where they don't take damage even if it is a
longer path.
- 3) Strategy Game eg: Battle
for Wesnoth or Warcraft
I
- either
provide an AI with pathing to the players units or multiplayer as
your choice
- 4) 2D action game (like a top down tank
Game) eg: https://www.youtube.com/watch?v=G20HGlDkyr8
- Provide networked multiplayer
capabilities so that two players can fight each other
- or make one tank an AI with pathing
and a finite state machine to control it.
- 5) 2D carrot/stick management game (Majesty Style)
- the game characters should all have finite state machines that
determine their actions, and path planning to get them to their
various goals.
-
- 6) The arcade style game (Beserk) eg:
https://www.youtube.com/watch?v=Yej3M9Ec8Cg
- lets mix this one up and have it be a
networked multiplayer game. Let the enemies randomly choose which
player to shoot at and/or move toward.
- 7) The Rogue-like eg:https://www.youtube.com/watch?v=AiVU-rEAbUM
- The
Enemies on the same map should have a finite state machine that
includes some sort of idle or patrol state, and some sort of
moving toward the player state and some sort of attacking state.
They also need to plan efficiently to path to the player without
ghosting through terrain
- 8) Among us like social deduction game
- implement
networked multiplayer for four to 6 players, and randomly assign
one of them to be the traitor/impostor
- 9) 2d Building and Farming
- Either implement networked multiplayer
to allow a neighboring farmer to visit and assist
- or add the 2D rpg elements if you went
the 'fancy ingredients are in the underground and you have to
fight for them' route
Extra requirements:
- make sure your assets are in a tree of subfolders - not with your
code.
- Be sure to include a readme with
- your name
- anything you didn't finish
- directions on how to build and/or run the game
- directions for how to play.
- any clarifications I need to know to understand how your game meets
the requirements.
Submission: Submit as usual by sending me a collaboration invite
via github. If you use your original project, then I will just git pull on
the (morning after) the due date.
C++