For my final project I decided to create a demo game inspired by the videogame Kingdom Hearts. There is a single enemy that has two moves that it rotates between. Hierarchical modeling is used to briefly animate the dummy during these moves. The dummy's moves include throwing balls, which, using collision detection, can hit the player. The player can attack and block. Both the dummy and the player have their own health (12 and 6 respectively), and disappear upon losing all their health.
Used hierarchical modeling of dummy body parts (specifically the arms) to animate the dummy during its moves. The arms had specific pivot points (i.e. shoulder, elbow, wrist) that would rotate the arm.
Blinn-Phong shading was used to add realistic shading to models in the scene. Only had one light in the center. Definitely could have added more point lights here!
Used two textures for the balls that the dummy uses during its move.
Used bounding spheres for the balls and the weapon. Used axis-aligned bounding boxes for the player and the enemy. The enemy's hitbox only encapsulates its legs, because those are the parts that can be hit. Implemented collision detection between the spheres and bounding boxes, as well as the balls and the ground plane in the second move. It was not implemented for the balls in the first move.
Kept the same pitch and yaw camera that we implemented in Program 4. Movement is limited to the ground only.
Kept the same skybox implemented in Program 4.