OWNED ENGINE
Academic Project
THE PITCH

Guide black Bob-ombs to the black carpet and red Bob-ombs to the red carpet. If you bring in the wrong Bob-omb or wait too long, it will explode, and that's not good !

This small game was developed using a custom-built graphics engine written entirely in C++, programmed from the ground up.
REALESE :  ‎22 ‎April ‎2024
PERIOD : 1 month
PLATFORM : Windows SDL 2
TEAM SIZE : 2 programmers
DETAILS OF MY WORK
GAME ENGINE
OWNED ENGINE
I developed a 2D graphics and game engine in C++ using the SDL2 library, designed around an Entity Component System (ECS) architecture. The engine includes a custom input system for handling player interactions and a memory management system for assets, allowing efficient loading and reuse of resources such as textures, sounds, and fonts.

On the rendering side, I implemented 2D transform matrix calculations to manage object positioning, rotation, and scaling within the scene. The engine supports 2D sprites, sprite sheet–based animations and text rendering.
 
I also developed a serialization system using JSON to save and load scenes, entities, and components, making it easier to manage and edit game content. I integrated the Chipmunk2D physics engine to provide realistic physics simulation for game objects.

And finally, I implemented an in-engine inspector using Dear ImGui, allowing real-time visualization and modification of entity and component properties


GAMEPLAY FEATURE
BOMBE GENERATOR
Inspired by the gameplay of Nintendo’s Sort’n Splode, I designed an enemy wave system that spawns bombs of different colors and launches them in various directions.

GAME LOOP
The game ends when any bomb explode. Each bomb has an internal timer and will explode if it is not sorted before the countdown ends. If a bomb is placed in the correct zone, it remains safe and can be added to the score if the zone in question is full. However, if a bomb is sorted into the wrong zone, it triggers an explosion that destroys all bombs within that zone.

The score is then calculated by counting each remaining bombe inside the two safe zone.


ASSETS
SPRITE SHEET
Designed and implemented various sprites and sprite sheets to support in-game animations.


GAMEFEEL
SOUND
Integrated sound effects for each player action to improve player feedback and immersion.

CAMERA SHAKE
Development and implementation of a simple camera shake effect when the game ends (bomb explosion).

TRANSITION
At the end of the game, a transition is triggered to present the player’s score.

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