Battle System:

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Every good RPG needs a good battle system. Battles add a level of strategy and management to the game. The player must keep an eye on the health and condition of the party members or else the game could quickly be over. The difficulty grows the longer the player plays because enemies in the cave are harder, have more significant status effects, and generally grow in number. A good player will be able to use status effects to ensure victory, but a better player will be able to ration special power points more effectively.

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Once the enemies have been defeated, the battle controller switches states to the win state. The win state is one of many states in the battle controller and must have conditions before entering. We have spent many hours testing the various states to ensure perfect execution under every circumstance. We need to test every possible outcome combined with every possible status effect, and every possible move. The battle system alone is complicated enough to be its own senior project.

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To enhance user experience, the battle system interacts with the environment in order to change the setting (or backdrop) of the battle scene. The battle controller is passed variables which indicate which enemies appear, how many, how often, and what background to use. This is an example of running into a battle in the cave environment. Notice the different class of enemies in a different environment.



Menu System:

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The menu system is as complex as the battle system with the added difficulty of managing over-lap and different aspect ratios. Each button must look good, and function properly.

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The in-game menu system lists statistics for party members, items, system settings, and controls.

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Each character can be selected giving the menu system more depth and a higher perception of analytics and back story.



5th Party Member:

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UML Development Diagrams:


Scene changer logic. On collision with an object containing a scene changer script, the character controller will react to the motion and the scene changer will transfer game play to another scene.


R.A.B.i. (Random action battle initializer) is the backbone for the random battles encountered in the game. The architecture is fairly simple, but the real work is done dealing with getting javascript elements to communicate with c sharp code.


This is one example of the many state diagrams needed to control flow in Cryopunk. While viewing the menu system, only one state can be active at a time to prevent over-lapping data

Merchandising: Where the real money from the game is made

Cryopunk the Oven T-Shirt

Cryopunk the Shower Curtain

Cryopunk the Oven Mitt

Cryopunk the Mug


Projects:

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Java-PHP Inception

Yo dog, I heard you like java and php so I just made a java program that makes php files accessable on a php page made with the java program.

Overview Source Code

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Java Sockets and LAMP Server

The practice of setting up a personal LAMP server and using that static ip address for facilitating communication between clients and the server in a java socket program. Basically 4 hours of work to send strings between 2 computers.

Overview Download Source Files

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Unity 4 3D: Cryopunk

Senior Project: Oakland University. Cryopunk is the ultimate test of learning how to handle scripting languages such as C#, Javascript, and Boo. With Mike, Pete, & Don.

Overview Source Code Repository

The Pipeline:

Queue Position Project Name Current Interest Status
0 Unity: Cryopunk Random battle init() method Active
1 Socket Programming Cross-firewall connections Active
2 Laravel Framework Integration Active
3 Bootstrap Integration with MVC Active
4 Multi-threading programs Preliminary Research Waiting on Adam...

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