Project for Georgia Tech ECE 2035. Created a quest-based RPG video game using C/C++ programming on an Mbed ARM-based microcontroller platform. Built an embedded gaming system with peripherals for game functionality including an accelerometer, LCD screen, buttons, and SD card reader. This project utilizes an accelerometer that user movement in order to move the character around the game, along with a uLCD screen that displays the game. It also uses buttons as the main source for actions in the game, and different buttons specify different things that will happen in the game. This system also uses an SD Card Reader to load in music .wav files, and uses a speaker to play those same .wav files. Restrictive features in the game help to guide the player along in their quest.
- Baseline Video Demo: https://www.youtube.com/watch?v=uaf5ygcpgTQ&t=1s
- Advanced Features Video Demo: https://www.youtube.com/watch?v=jilHu_Cadr4
- Accelerometer moves player.
- Walls block character motion.
- Omni-mode button walks through walls and non-walkable items.
- First map must be bigger than the screen and at least 50x50 tiles.
- Portal connects first and second maps.
- More than 1 pill or attack to choose from.
- Dialogue box is presented when attacking or choosing pill.
- Quest works (key and chest work).
- Display game over screen when quest is complete.
- Speech bubbles are used in the quest.
- Status bar shows player coordinates.
- Art includes at least one sprite.
- Start Screen created for the game.
- Sound effects are used in the game.
- Different modes of movement (visually distinctive from one another).
- Animations for interactions with things on the map (exclamation point when talking to an NPC or the chest opening when the key is used).
- In-game inventory with usable items.
- Multiple lives and the possibility to lose those lives.
- Health and enemies that damage you.
- Multiple enemies to defeat.
- At least 10 sprites in game.
- Game Lost and Game Won screens.