Invader Marvin
CSC 476 Final Project
By Shane Lile and Gerardo Perez
Invader Marvin is a 2.5-D side-scroller programmed in C++ using OpenGL for
our CSC 476 Final Project. It contains two stages with different camera views,
and uses several techniques learned from lecture as well as other sources to
maximize performance.
Bugs/Shortcomings
We actually were able to implement most of what we had intended for the two levels
in the game. Originally we had planned to use more models, and in the end, we had
some issues applying models to certain enemies. However, these minor cosmetic issues
were the only problems we had. The game ran without any obvious bugs and at a good
speed. Some items we would have liked to add/fix, but didn't get the opportunity
are:
Coins: Coins don't do anything. You just collect them. We would have
liked to implement 1ups or life increases for coins, but didn't get around to it.
Bosses: Originally, we had toyed with the idea of implemented bosses
at the end of both stages. The engine is set up so that this is technically possible,
but due to time constraints, we decided this would not be wise.
Models: There were a couple issues regarding model animation and
applying models to all enemies. Also, the player didn't turn around when the user
walks backwards. I suppoe that's the Mars Walk, or something.
Particle Engine: The Particle Engines use blending, leading for
strange effects on bright backgrounds. There should be a way to darken the particles
and maintain transparancy, but we didn't have time to explore it.
Stage Creation: Stages were hardcoded, but the engine design was
such that potentially, a parser could be written to generate stages from a text or
xml file. However, we did not have time to explore implementing such a module.