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Shattered Moon

Kyle Piddington

The Game

A dark spirit has taken the moon, shattered it, and spread the moon pieces and stars across the land. You, as Wolf, have taken the task of gathering the moon and stars and returning them to the night sky before nightfall. This is a 3D platforming and exploration game. Players have a limited time to traverse the map and find the moon pieces and stars. Once nightfall comes, the player must make their way to the highest point of the map to place what they've gathered back into the night sky.

Controls

Use WASD to move, and the mouse or arrow keys to move the camera. Use space to jump over obstacles. Press F to recenter the camera. On Mac, an Xbox360 controller can be used as well. Use the left stick to move, A to jump, and the right stick to move the camera. Click the right stick to recenter the camera.


Screenshots

Open World

Moon Pieces

Shard Collection

Rock Challenge

Concept Art

Dynamic Grass


Video



The Tech

MoonEngine Piddington

Shattered Moon is built on our Rising Moon Engine. Rising Moon is a component based engine. GLFW is used for IO and window control. A deferred renderer sits at the core of the game, with a modular post process pipeline attached. The game includes the following technolgies:

Visuals

  • Deferred Lighting
  • SSAO
  • Cascading Shadow Maps
  • Bloom
  • High Dynamic Range (HDR) Color
  • HUD

Gameplay

  • Articulated Character Motion
  • Level of detail heightmapped Terrain
  • Dynamic Instaced Grass

Other

  • Level Editor
  • KD Tree

Dependencies

Source code is avaliable online at https://github.com/kyle-piddington/MoonEngine

Citations

And of course, Stack Overflow and Google


The Team

Kyle Piddington

Kyle Piddington

I'm a fifth year software engineer pursuing a masters with a focus on computer graphics. I was responsible for engine architecture, terrain, grass, and skinned animation. I'm a big fan of animated movies and shows, comics, virtual reality, and computer graphics.

Derek Nola

Derek Nola

I'm a junior getting a BS in Computer Engineering. For this project, I was primarily responsible for the deferred renderer, the cascading shadow maps, and the SSAO. I enjoy hiking (the profile pricture is from a recent trip to Yosemite) and traveling to national parks.


Tristen Miller

Tristen Miller

I'm a junior studying Computer Science. I worked on textures, bloom, the level editor, all of the GUI/HUD, the spirit shader, the sky, text, cutscenes, death, timer, and much more. I enjoy board games and hiking.

Zachary Griffith

Zachary Griffith

I'm a graduating senior getting a BS in Liberal Arts and Engineering Studies. I did most of the work with view frustum culling, KD tree, particle and wisp effects, and helped with HDR. I am an avid spaceship collector and painter.


Paula Ledgerwood

Paula Legerwood

3rd year Software Engineering major, CIA minor. Beginning Maya 3D modeler. I work as a Web Developer at a local company called PetDoors.com. I created models for the moon pieces, and also developed a wolf model and concept art for the game.


Additional thanks to Niel Koons for their work on our game's music, and Allyson Lee for their work on our game's title screen and concept art. We couldn't have done it without you!