Title: Ninja Pinball
Team Size: 4
Team Members: Chase Sanders (Artist), Coleman Brcko (tech Artist), Sam Mittlehaeuser (Producer), Shantanu Pandey (Engineer)
Development Time: 15 days
Development Engine: MonoGame v3.6
To explain Ninja Pinball in one line; ‘Angry Birds meets pinball with ninjas’. It is a physics based 2-D game for windows with mouse only controls. A ninja will be launched from a man-canon into a house where he has to assassinate a target within a time limit, without making much noise. The direction and power of bounce can be controlled by holding right mouse click.
The biggest and the most important challenge with this game was its physics. Since we pitched our game as “physics-based“, working physics was a must. I only dealt with the programming of the game. Setting up monogame in our dev environment was my job. We used MonoGame v3.6 with Visual Studio 2015 for our development. I was involved throughout the development of the game. To break down the development architecture of the game, it had the following components:
• Collision with multiple walls to bounce off and multiple objects to beak (game physics component)
• Launching of ninja (game physics component)
• Mouse pointer: its positioning, reading which button is when pressed and when released, limiting the pointer for launch angle and power
• Consistent way of maintaining multiple game objects.
• Game timer and noise calculation.
• Multiple rooms and travelling between them back and forth
• Game audio components
• Check target kill
• Loading/Unloading of different screens (start, fail, success and game screen) at different times.
• Drawing different objects at different times in the game (based on the background)
Since our producer was from a development background, we both took the development responsibility of the game. Specifically, I worked on the following components of the coding:
Click Here to download the game.
Click Here for GitHub link.
Team Size: 4
Team Members: Chase Sanders (Artist), Coleman Brcko (tech Artist), Sam Mittlehaeuser (Producer), Shantanu Pandey (Engineer)
Development Time: 15 days
Development Engine: MonoGame v3.6
To explain Ninja Pinball in one line; ‘Angry Birds meets pinball with ninjas’. It is a physics based 2-D game for windows with mouse only controls. A ninja will be launched from a man-canon into a house where he has to assassinate a target within a time limit, without making much noise. The direction and power of bounce can be controlled by holding right mouse click.
The biggest and the most important challenge with this game was its physics. Since we pitched our game as “physics-based“, working physics was a must. I only dealt with the programming of the game. Setting up monogame in our dev environment was my job. We used MonoGame v3.6 with Visual Studio 2015 for our development. I was involved throughout the development of the game. To break down the development architecture of the game, it had the following components:
• Collision with multiple walls to bounce off and multiple objects to beak (game physics component)
• Launching of ninja (game physics component)
• Mouse pointer: its positioning, reading which button is when pressed and when released, limiting the pointer for launch angle and power
• Consistent way of maintaining multiple game objects.
• Game timer and noise calculation.
• Multiple rooms and travelling between them back and forth
• Game audio components
• Check target kill
• Loading/Unloading of different screens (start, fail, success and game screen) at different times.
• Drawing different objects at different times in the game (based on the background)
Since our producer was from a development background, we both took the development responsibility of the game. Specifically, I worked on the following components of the coding:
- Projectile motion
- Mouse Pointer Operations
- Game Objects and Traveling Ninja Back and Forth
- Collision Detection and Game Physics
- Game Timer and Noise Calculation
Click Here to download the game.
Click Here for GitHub link.