Platform Shooter Game Prototype
by Nathan Farnum
A 2.5D video game prototype (written in C++ / GLUT / OpenGL) involving simple collision detection, an animated, hierarchically modelled main character (made from an .obj file made by, Cristopher Lagmay, an Art 384 student), bullet-shooting, single point light (with phong shading) with dynamic shading, and a camera that follows the main character (putting the main character a tad to the left for ease of seeing what comes ahead).
- Your hero: Isaac de Light!
- Your enemies: Umbrans, the dark spirits!
- An HP Bar tracks Isaac's 10 HP, going from green to yellow to red
- Full Phong Lighting
- Camera follows the main characters left and right movement
- Isaac is hierarchically modeled
- Isaac has an idle position, running animation, and shooting animation
- Gravity-based jumping
- Platform collision detection (~still a bit buggy~)
- 3 bullets allowed on screen at a time
- Dynamic shading:
- Shading of platforms gets darker with time.
- Shooting enemies increases platform brightness.
- Umbrans become less shaded the less HP they have.
- Isaac becomes more shaded the less HP he has.
- Last enemy has over 30 HP!
- 'a' and 'd' keys move Isaac left and right.
- Space Bar to jump.
- 'j' to shoot a bullet.
Close-up Maya image (by Cristopher Lagmay).
Close-up Maya side view (by Cristopher Lagmay).
Coloring of each part is different for testing purposes.
Gameplay of running.
Gameplay of jumping.
Gameplay of shooting Umbrans.
Gameplay of Umbrans and their becoming cleansed (getting brighter).
Gameplay of Isaac running away from Umbrans.
Gameplay of Isaac at low health (more shaded) and the stage being brightened by shots.
- Cristopher Lagmay - creator of Isaac's model
- Grant Plaster - Object file loader
- KeyBoard Up Function - It is not listed on OpenGl.org, so looked it up here