Media Device Architectures

 

Honey’s Cave Game

 
 

Tools: C, VisualBoyAdvance-Emulator (GBA)

Sprites are used to create characters (bear, ghosts etc.) and animations. Sprite animation is used to display movement of characters (ex: ghost blinking, bear running).

Collision map is used to constrain movement of characters in the maze (ex: through background) and collision detection is used for basic game functions.

Game Rules:

You are a bear who is constantly hungry and looking for things to eat. Your goal is to go to the woods to collect goods in preparation for this year’s cold and dangerous winter. However, you have to be careful about other scary predators who are hungry and dangerous. You can defend yourselfby throwing magical stones the forest gods gave you. 

The game starts off in the Start State, goes to Instructions by pressing start, goes to Game State by pressing start, can Pause in Game state by pressing start, and go to Lose or Win state according to game.

There are regular foods (veggies and fruits) and special foods(gift boxes).

CHEAT: Consuming a gift box puts the bear in power mode, allowing it to not be hurt when it comes in contact with the monster. It also can throw power stones which kills Monsters instantly. There is a lifespan of the power mode. When it's running out of power mode time, the bear goes back to regular mode. In its regular mode it throws regular stones which reduces the health of monsters.

If it collides with a monster it will die/reduce a life and be reborn (a new life starts). When the life number goes to 0, you loose the game and the lives count is on the upper left of the screen.

You get credit when the bear eats food or kills a monster. The score is displayed on the upper middle/right of the screen.

The header includes: The number of remaining lives to the upper left, the level number in the middle, and the score number. The icons are improved and now the hud moves along with the scrolling. The bear icon is the lives count, the star is the level count, and the diamond is the score number.

With a smooth collision map, the bear icon moves around the maze easily.

LEVELS: There are two levels, starting at level 1. To win the levels, the bear has to eat 2/3 of the total foods which include the regular foods and gift boxes.

It will move to the next level when it accomplishes that.

If it's already in the highest level, the game wins.

If it loses all the lives and the game is over, it will return to level 1.

In level 2, there are more ghosts making the game harder. Level 1 has 2 ghosts, level 2 has 4.

Now, the player is able to win as well. (when it finishes all levels) Then the player also can restart the game by the Start key back to Level 1.

When the user moves to the next level, the score credit carries over. However, when it lose at the high level, it goes back to level 1 with the score credit of 0.

There is a Next Level state to handle the level transition. It will increment the level number and when you hit enter it goes to game state again and the lives start over to a full count with the score carrying over.

The Instructions State which comes after the Start State gives an overview of the game and how to play.

SOUNDS: The sounds in the game include ones that loop: a startSong, gameSong, winSong, loseSong, and sound effects (nonlooping) including: bear colliding with Monster, eating food, throwing stones to hit the monster.

I added an additional foreground that displays the lives, levels, and score so that it always is on top. The background will move when the bear moves. Therefore there are two backgrounds that move/scroll independently of each other.

At the end I polished the overall game including the background screens and general aesthetics of each state. Each state has been decorated to fit the overall vision of my game.