Lil' Beans is a collection based game that was designed with a light hearted and happy feel. The player, who is represented by the lil' bean, is meant to collect the bananas on the island; once all bananas are collected the player wins. There are obstacles and enemies in the way of the goal, but do not worry, this game is safe for children of all ages. The game play was based on the movement and style of "Frogger 2: Swampy's Revenge" and other inspiration for the aesthetic came from the Spyro games.
Within this game, we implemented a few different shading techniques including cel shading, deffered shading, and bloom.
Cel shading added to the cartoon feel of the game. Instead of shading by gradients, which looks more realistic, we binned all of the colors of our scene. We rounded colors to the nearest tenth to create the hard line for color shifts. This created the cartoon vibes we were going for!
A common technique in real-time graphics is to do deferred shading. In our game, deferred shading helped us set up our textures for bloom.
To make the objective of collecting bananas more obvious, we wanted to make them glow. To do this, we implemented a variation of bloom where, instead of blooming all bright parts of a scene, we just blurred the bananas.
Kirsten implemented a totally sick HUD. It shows the amount of lives left and how many nans have been collected.
These are the sources for images and tutorials I used for this project! I also used base code from previous labs and projects from this class! I also had plenty of help from the TA Amy. Thanks Amy!
https://learnopengl.com/In-Practice/2D-Game/Collisions/Collision-detection