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Maximum Impact

The Game

This is a fast paced prediction game where you rely on your instinct to see through the future. The basic aim is to detonate as many mines as you can in each level. The detonation process is started by a spark that you set, which causes an explosion of certain radius. Any mine comes through an explosion will also explode and so on. After the spark is set and the explosions are concluded, the level is finished. If you can reach the required number of explosions than you pass the level, if not, you fail, lose points and start that level again. All mines move around the game area with steady motion and will bounce from the boundries.

The original level pack contains different level types which will test your skill from various aspects. Each level type has specific mine speeds (although a mine's speed is determined randomly, there is a range defined for every level), explosion duration, points that you will gain from exploding a mine, points that you will gain by passing the level, and points that you will lose from failing the level. In original level pack there are 20 levels that will take around 10-15 minutes to complete. If you seek comparing your score, 10,000+ is a nice one. The level types and their specific are shown in the following table.

Type Levels Specifics
Simple 1, 2, 4, 7, 13 Nothing
Prediction 3, 8, 10, 14 Explosions are longer, the goal is higher
Speedy 5, 12, 17 Everything is faster
Catcher 6, 9, 18 Explosions are shorter
Thinker 11, 19 Less mines, high goal
Master 15, 20 Some fast mines, longer explosions, high goal

Programming

This game is built on our brand new game engine Gorgon. Although the system is far from complete, it is designed for larger 2D games. Also the Gorgon Game Engine (GGE) is designed for expandability since it is planned to evolve a 3D game engine later.

The main power of the engine comes from its roots, handling the resources. Gorgon Resource Files can handle many different resources in one file organized by folders. It has a generalized resource type definition that allows different resources to be adapted to the system externally. The system has its virtual projects, modules, properties, data, and commands to handle different resources. Currently there are three virtual projects Standard Resources, Extended Resources, and Gaming Resources. Standard Resources contains text, image, and data array resources. Extended Resources contains sound and Gaming Resources contains animation and bitmap font resource. Image resource has different color modes, however, only ARGB and alpha only is recognized by game engine; others still work will the editor. Image and sound resources has optional LZMA (native 7zip compression method) compression to reduce file size.

We can say that GGE conveniently handles any repetitive task (window creation, message processing, drawing cursor, timing, etc...). Keyboard and mouse events can be handled by registering event handlers. Mouse events are area based, therefore, there is no extra work is required to check if the mouse is within the required coordinates. The graphics system has layers with different properties (ambient light, enable lights, perspective, clipping, etc...). Any image or animation can be drawn on a layer. Other than animations loaded from Gorgon files, there are also effect animations which are generated real time. Font resources can be used to print text on a layer too. Sound resources can be played through main object. The representative object of a sound is wave. A wave can have 3D properties such as position or 2D properties such as pan and volume.

Since the game engine is not totally finished yet, it is not yet considered whether it will be an open source project or not. However, its source code and usage will be allowed for contributors (any one who becomes a member and send something usefull). On the other hand, the game source code is planned to be open source and will be released to the public when the game engine is separated and becomes an independent library.

 

 
 
Details
Started: 21 April 2007
Stage: Beta stage testing
Version: 1.0
Participants: Cem Kalyoncu,
Fatih Ince
Idea: Cem Kalyoncu
Participation: Members only
 
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