Project Summary
Robo Revolution is a 1v1 game that mixes turned based strategy with first person shooter controls. Players take turns moving their units and trying to shoot the other team. The turn starts with an overhead view of the battlefield from which the player selects a unit. They have a limited time to move and their turn ends when they shoot or run out of time. Once a player has defeated all of the enemy team’s units they win.
Development
This game was developed C++ with direct calls to the OpenGL API by a team of 4 students. I implemented the graphical optimizations View Frustum Culling and Back Face Culling. I also built visual debuggers to verify the functionality and performance of these optimizations. I used multipass rendering techniques to add shadows to the game world and apply motion blur to particular scenes. I designed the game map and wrote a map editor that took in a pixel map image to generate the game board.
Overview
The map editor allows a pixel map (shown in the lower half of the image above) to be imported to the game. It processes the image and turns it into the result seen in the top half of the image above.
Tutorial
Players are presented with instructions upon starting the game.
Gameplay
From the overhead view the player selects then possesses a unit.
This is an example of a turn. The player collects a health pickup before shooting an enemy.
The player uses the shotgun pickup to kill an enemy unit.
This is the victory screen shown when player 1 wins.
Pickups
Two shotguns ware located on the map. Moving over one gives it to that unit.
Four health pickups are located on the map. Walking into one restores a health to the unit.
Technical Effects
Reflections of the skybox can be seen in the map textures through the use of environmental mapping.
Animated particles fly out from units when they die.
Motion blur is activated when the bullet camera is on.