Hunger Strike!
March 24th to March 27th, 2006
Download (18.8 MB)

Imagine for a moment a small, peaceful town of zombies. Suddenly, a cloaked man runs by carrying in his hand what appears to be a sandwich. The zombies are confused, but are even more confused when suddenly a fireball falls from the sky and a wizard runs by, punching one of the zombies in the face.

Welcome to the opening scene of Hunger Strike! If that's not random enough for you, then perhaps levels of flying through the air dodging rocks or fighting bosses who use pillars to throw tomatoes at you will suit your needs.

Game Information
Team
Programmer: Jeff Verkoeyen
Sound: Josh Rodasti
Artist: Morganne Sparks

Placement x/10
Graphics: 8.3 1st Place
Sound: 8.4 1st Place
Gameplay: 5.9 3rd Place
Innovation: 6.2 4th Place
Completeness: 7.7 1st Place
Theme: 6.9 2nd Place
Overall: 7.8 1st Place

Programming
Development Environment: Microsoft Visual Studio 2003
Programming Language: C++ with the OpenGL API
Effective Lines: 6654
Code Tree

Music
Number of tracks: 8
Number of sound effects: 31
Tracks
Right-click and save-as to save the songs

Credits.mp3
Level 1 Intro.mp3
Level 1.mp3
Level 2 Intro.mp3
Level 2.mp3
Level 3 Intro.mp3
Level 3.mp3
Opening Theme.mp3

Details
Day 1: The project started off a bit rocky, as we originally didn't know what was going to go on gameplay-wise, so the first day was spent making an entirely different game than the one we eventually completed. The first idea was to design a game where there were two towers and the goal was to cast spells to destroy the other tower. This eventually was scrapped because we couldn't think of any fun gameplay elements that would actually arise out of this. Later in day one we eventually all talked on Skype for a while before eventually descending in to random blabber and drawings being sent over MSN, which eventually gave birth to Hunger Strike!

Day 2: Now we actually began developing an engine for the game. I started off with the side-scrolling terrain and being able to move the wizard. After that the gestures system was implemented to work with the wizard and his animations, adding the fire spell first. Eventually I added support for the zombies, rain, and other features until level one was more or less complete. Later in day 2 I started working on and nearly finished level two, with the boss being nearly complete.

Day 3: Finished the boss for level two and then began working on level three's scripting which was the most complex of the three levels. Over the course of the day I worked on adding the winning/losing/title/options screens and linking everything together. A few sketches went in to this process as there was quite a large spiderweb of inter-linking between the modules.

About eight hours before the end of the competition Morganne was finished artwork, so Josh and I worked on the game for a few hours before deciding to rest. We were to get up about four hours before the competition was finished to work on extra features, but my alarm was turned off and I ended up sleeping in with only one hour remaining in the competition, giving just enough time to add the high scores feature to the first level and fix a typo in the instructions.

Screenshots



Old Builds (Click any to download the build)
First game build
- Towers with basic fireball particle system.

Second game build
- Towers with basic fireball particle system.
- Can launch fireball by left-clicking and dragging anywhere on the screen.

Third game build
- Towers with basic fireball particle system (updated fireball image).
- Can launch fireball by left-clicking and dragging anywhere on the screen.
- Explosion system implemented.

Fourth game build
- Towers (remade)
- First version of gestures system. Randomly picks gesture to do.

Fifth game build
- Complete engine redesign.
- Can move wizard left and right.
- Gestures menu works: Press space to show the menu.

Sixth game build
- Updated gestures menu.
- Can choose spell to cast in gestures menu.
- Gestures menu shows movement for spell (choppily).

Seventh game build
- First version with zombies.
- Collision detection with zombie instances and fireballs.

Eighth game build
- Punching added.
- Chaining zombie deaths implemented.
- Punching zombies when on fire works.

Ninth game build
- Fixes to game mechanics.

Tenth game build
- Real zombie images (children version).
- Added water spell.
- Added support for being hurt by zombies.
- Hovering effect added.

Eleventh game build
- Updated spell images.
- Moved spell list to top of gestures menu.
- Combo system in place.

Twelfth game build
- Smoother gameplay mechanics.

Thirteenth game build
- First level game engine complete.
- Background mountains added.

Fourteenth game build
- First level intro script completed.

Fifteenth game build
- Main menu completed.
- Most game mechanics complete at this point.