CARLOS GUTIERREZ
  • Home
  • Professional Work
    • PREY MOONCRASH
    • PREY
  • Student Work
    • Team Projects >
      • From The Ashes
      • Project Island
      • Sky Knights
      • Ethereality
    • Individual Projects >
      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
      • Fighting Ants AI
      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
  • Resumé
  • About Me
Picture

Overview

The Data-Driven Roguelike was a project focused on data driven design: using blueprints of agents, entities, items, and maps to allow designers to build components of the game without requiring compilation of the game or a programmer to create each asset for them.


Everything in the project was implemented using my custom C++ Engine.

Key Features

  • Creation of Tiles, Enemies, Entities, Items, and Maps done entirely with XML data
  • Tile based Lighting System
  • A* Pathfinding for enemies & Raycasting for line of sight
  • Smooth Interpolated Movement
  • Multiple movement speed support (relative to player)

XML File - Agents.xml

Below is a sample XML file used in the game. It contains entries for agents - the player character and various NPCs. Agents in the game are created from the values listed in this document

Code Sample

"Map" is the class used to represent a a map/level within the game, filled with tiles, agents, entities, and items of various types. Below are the .h and .cpp files for this class.

Map.h

Map.cpp

Copyright © 2020
  • Home
  • Professional Work
    • PREY MOONCRASH
    • PREY
  • Student Work
    • Team Projects >
      • From The Ashes
      • Project Island
      • Sky Knights
      • Ethereality
    • Individual Projects >
      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
      • Fighting Ants AI
      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
  • Resumé
  • About Me