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Graphics and Human Computer Interfaces Commons™
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Full-Text Articles in Graphics and Human Computer Interfaces
Android Game, Ryan Weston
Android Game, Ryan Weston
Williams Honors College, Honors Research Projects
The purpose of this project was to create an endless runner game for Android coded in Java and XML and developed in Android Studio. In the game, the player controls a frog that jumps from lily pad to lily pad to avoid logs moving toward the player. The player must also maneuver the lily pads as they can randomly disappear. There are three difficulties in the game that vary the disappearance rate of lily pads as well as the frequency and acceleration rate of the log obstacles. The game also has a scoring system and saves the high score locally …
Unreal Engine 4 Rpg, Jacob W. Russ, Jeffrey J. Nunez
Unreal Engine 4 Rpg, Jacob W. Russ, Jeffrey J. Nunez
Computer Engineering
Classic RPG videogames have become few and far between in the Western market over the years as modern RPG systems have gained popularity. The purpose of this project is to present a vertical slice of a hybrid RPG game that takes the gameplay mechanics and styles of classic RPG videogames and infuses them with a modern presentation. Through the use of the powerful Unreal Engine 4 graphics engine, this project is able to combine impressive graphical fidelity with modernized systems to fuel a videogame that is undeniably a classic RPG at heart. This is not a full game, but a …
Music Times: A Music Learning Game, Emily Woo
Music Times: A Music Learning Game, Emily Woo
Computer Science and Software Engineering
Music Times is a two dimensional educational video game with the purpose of gamifying learning of musical concepts. It has elements of adventure and visual novel games, and incentivizes the player to learn music to explore new levels. It is developed in the Unity game engine, scripted in C#, and targeted for mobile devices. It has six working levels: three lesson levels and three corresponding challenge levels. Each level contains slight differences in visual and aural feel.
Game Collection Development And Marketing, Todd R. Locker Jr
Game Collection Development And Marketing, Todd R. Locker Jr
Williams Honors College, Honors Research Projects
The reasons for completing this project include expanding my knowledge of programming features and methodology, and to learn about game platform development and design. This was done by using the Java programming language to create a game platform which can host a variable number of games. One of the most notable features that was utilized is the JavaFX platform. Much programming experience was gained from this platform and all the features and methods it provides for customization. The application that was produced is graphical user interface based and created with event-driven programming. The result of this project was a custom …
Multiplayer Browser-Based Game Utilizing Javascript And Webgl Frameworks, Cy Tan, Benjamin Naftali, Matthew Tong, Vincent Chan
Multiplayer Browser-Based Game Utilizing Javascript And Webgl Frameworks, Cy Tan, Benjamin Naftali, Matthew Tong, Vincent Chan
Computer Science and Software Engineering
The goal of our project is to make an online large-scale multiplayer game with persistent user data. This will involve real-time player interaction and many customization options. This game will be a massively-multiplayer online tactics role-playing game (MMOTRPG), a genre that has been insufficiently explored. This area of browser-based massive multiplayer games is also a platform of gaming that has yet to realize the capabilities of modern browsers and the level of interaction and graphics they now support.
The scope of our project does not encompass the complete feature set we have intended for the game, but rather a technical …
In Game Engine Documentation, Zachary A. Pierce
In Game Engine Documentation, Zachary A. Pierce
Williams Honors College, Honors Research Projects
The In Game Engine is a game that simulates the functionality of a game engine through simple tasks such as entity creation, interaction, management, and behavior through a user interface. The project was created in the Unreal Engine and utilizes the Blueprints Visual Scripting system to handle these tasks for developers.
Astrophobia: A 3d Multiplayer Space Combat Game With Linear Entity Interpolation, Luke Larson
Astrophobia: A 3d Multiplayer Space Combat Game With Linear Entity Interpolation, Luke Larson
Computer Science and Software Engineering
Astrophobia is a Descent-like 3D networked multiplayer space combat game with linear entity interpolation (client-side animation between game-state packets to give the illusion of continuous game updates) similar to entity interpolation implemented in Valve Software’s Source engine. Additionally, Astrophobia procedurally generates unique levels, has zero-gravity physics, ship and projectile wall bouncing, hit detection, OpenGL 3D graphics, Phong lighting, ship model and texture, and a simple HUD that provides visualization of health points, aiming crosshair, and player scoreboard.
Gravity Evolved, Clark Duvall
Gravity Evolved, Clark Duvall
Computer Science and Software Engineering
Gravity Evolved is a galactic physics game, created for mobile devices. In the game, you make your own solar system by creating planets, and then placing weapons on the planets. The physics of these planets and projectiles shot by the weapons are then simulated. Gravity Evolved has a Battle mode, where your solar system is pitted against an opposing solar system. In Battle mode, you earn money to unlock, create, and upgrade items in your solar system. Gravity Evolved will be on the Apple App Store and Google Play Store in the summer of 2013.
Amethyst: A 3d Adventure Game For Tablets, Ross Light
Amethyst: A 3d Adventure Game For Tablets, Ross Light
Computer Science and Software Engineering
Amethyst is a point-and-click science fiction adventure game for tablets, developed over two quarters to demonstrate applied principles of computer graphics and software engineering discipline. Using a novel interaction system, players can engage in environmental puzzles. Development of Amethyst required non-trivial quality assurance measures and workflow enhancements. The end result is a functional technical demo showcasing a single level, with the ability to rapidly produce more content.
Tacky Golf, Robert Crosby
Tacky Golf, Robert Crosby
Computer Science and Software Engineering
This project implements a simple miniature golf game in 3d for the iPhone. Using a modular approach the game engine was written in several modules to handle its various functions and for cross platform potability. Four major modules are described in detail about their design choices and how they work. Ultimately the game and its engine are intended to be sold on the Apple App store and to be used for future games and applications on the iPhone.