Roidian: Final Hour
December 17th to December 20th, 2004
Download (12.4 MB)

In a world where drones reign the skies, the air force is sparsely populated by pilots. The few pilots who do enlist in the force, however, pilot magnificent ships known as Roidian Class fighters. You begin the game as one of these new pilots, when suddenly on a routine scouting mission you are attacked by drones!

As the last remaining pilot in the air force, it is your task to single-handedly take down the haywire drones and find the cause of the malfunction: whether through land, city, or space!

Game Information
Team
Programmer: Jeff Verkoeyen
Sound: Josh Rodasti
Artist: Chiashia Ly

Programming
Development Environment: Microsoft Visual Studio 6.0
Programming Language: C++ with the OpenGL API
Effective Lines: 4681
Code Tree

Music
Number of tracks: 8
Number of sound effects: 17
Tracks
Right-click and save-as to save the songs

Boss Battle.mp3
Boss Intro.mp3
Briefing.mp3
Final Boss.mp3
Level 1.mp3
Level 2.mp3
Menu Music.mp3
Ominous.mp3

Details
This game is one of the most complex games we have created for the competitions, in that there was much to learn and use to design the engine. We started off with the general idea for wanting to make an overhead flying-shooter, so I needed to figure out some way to design the levels so that they were easy to create, but simple to program and manipulate. Eventually I decided upon using a basic bezier curve algorithm to plot out the paths of the units.

The next step was to work on the customization part of the game. We wanted to be able to customize the colors of the ship, so to do so I utilized an image library to load the bitmaps and manipulate the colors depending on what the user choose. This worked by having Chiashia work out a color scheme on the ships which I then applied a simple algorithm to searching certain hues and applying the set color that the user chose.

Once the customization was complete, it was only a matter of designing the actual level engine. Designing a level for Roidian is surprisingly easy, in that you specify the number of ships, where they start, the type of ship, and a couple flags and the engine handles the rest. In the end, we managed to complete five levels ranging from training missions to outer space, three ships with different stats, multiple weapons, and ten different types of enemies.

Screenshots