• DungeonCrawler
  • Minesweeper
  • Connect Four
  • Warlords
  • Snake
  • CastleLand
  • Risk
  • SuriumBlobsOfDoom
  • StopwatchBaseball
  • Battleship
  • Kirby
  • FallingBalls
  • TowerDefense
  • RatSlap

Dungeon Crawler (Stephen Luxford '14)
ScreenShot

UML

Description:
Dungeon Crawler is a 2D grid look-down view game. It is similar to Dungeons and Dragons where the point of the game is to traverse the map and fight monsters. Each monster has a different power level and if a monster is stronger than you it will kill you if you try to attack it. Once dead the nearest active fountain will respawn you. If you are stronger than the monster you kill it by walking into its location. The game is finished when there are no more monsters left to fight.

How to play
The main keys are W,A,S,D to move your character. W to go up. A to go left. S to go down. D to go right. Traverse to find all monsters. Another way to find all the monsters without having to walk around the map endlessly is by clicking with the mouse on the button "Locations". The locations button will print out the hero's current locations and all of the enemies' locations. When you near a monster get right next to him and to attack him simply move "into" him. Either you will successfully kill the monster and be moved to its old location, or you will die and be respawned at the nearest fountain. In order to spawn to a fountain it must be active, and to activate it simply walk on it. In order to find the location of all monsters and your character, click anywhere on the image that says "Locations" and that button will print it all out.

Special Features
1. If the H key is pressed a hobby of myself, Stephen Luxford, will be printed. Note, this is just a Easter egg and doesn't serve any real purpose.
2. If the P key is pressed the character will gain a massive power boost allowing the player to kill any monster. This is essentially a simple "cheat" and another Easter egg.

Minesweeper (Carter Neumann '14)
ScreenShot

UML

Description:

The goal of MineSweeper is to mark every square containing a mine without accidentally selecting a mine. When you clear a cell, there are a few possibilities. The first is that it will be a mine, and that you will lose. The second is that there is not a mine in the cell you cleared, but there are some nearby. The number of nearby mines is indicated by a number. In this case, nearby is any of the eight directions such as North, North-West, West, and so on. The third possibility is that there are no mines surrounding the cell, in which case cells will be automatically cleared until the edges of the "safe zone" are all numbers*. Cells can be marked if you think they contain a mine, so that you do not accidentally click on a square that you have confirmed has a mine in it.

How to play:
1. The game uses the mouse only.
2. A left click will clear a cell.
3. A right click will mark or unmark a cell, depending on its current state.
4. If you click on a mine the game will end.
5. The number of remaining unmarked mines is displayed, but be careful! If you marked a cell that did not have a mine it will decrease this counter as well!

Some Interesting Features:
1. You will never get a mine with the first click.
2. You get a special firework show if you lose.

Connect Four (Aaron Zambrano '14)
ScreenShot

UML

Description:
Connect Four is played similar to the real life game by Milton Bradley. The objective of the game is to connect four pieces of the same color while at the same time attempting to block your opponent from connecting four discs.

How to play:
1. You can connect the pieces vertically, horizontally or diagonally on the 6x7 grid. To play simply click on the column of the grid that you would like to place your disc and the piece will go the lowest row in that column that is available. 2. As you click it will automatically switch between both color discs.
3. Once someone wins the game, click the grid again and the grid will clear and you can play again!


Warlords (Ryan Gonzales '14)
ScreenShot

UML



Description: My game is a simple take on the Atari classic, Warlords, with three AI opponents. It's a mix between brick-breaker and pong, where the goal of the game is to survive and wipe out your opponents by protecting your three walls and aiming to destroy theirs. The game ends either when all three opponents are destroyed, or if you fail in your mission to protect your walls.

How to play
How to play: Press "Up" to move your paddle up, and "Down" to move it down. When the ball is close, press "Space" to freeze the ball in position. Press "Right" to fire the frozen ball at a faster speed.

Special Features
The ball freezing and ball firing methods are my twist on warlords that allows the player to control the pace of the game at his or her will.

Snake (Anthony Parada '14)
ScreenShot

UML

Description:
The object of Snake is to make your snake grow as long as possible. In order to do so, you must take control and move the snake over the pieces of "food" in order to eat them up. Watch out for the obstacles though! If the snake runs into an obstacle, itself, or out of bounds, the game is over. However, if you can manipulate the snake to eat up all the food, avoid the obstacles, and fill up the entire board, you win!

How to Play:
In order to move the snake, press the arrow keys to move the head of the snake in the direction you want. The snake will continue to travel in the direction you press the key until you press a new key or the snake goes out of bounds.

Interesting Features:
1. This snake game is slightly different because it incorporates an obstacle into the game board. Typically, snake requires you to just eat food. However, this version requires your snake to be agile. The obstacle has a random movement method similar to that of the food, so the obstacle can pop up anywhere on the board. Therefore, you should always be prepared.
2. The game incorporates GridWorld for object placement and design. The characters do not look like a typical snake, but they will act like one. GridWorld has built in methods for what it calls "Actors" that let them move in specific ways. For example, the snake's head has a built in movement method that moves it forward in the direction it faces. As a result, when you press a key, you tell the snake head to rotate a certain amount of degrees to go in the direction you want.

CastleLand (Joseph Castelan '14)
ScreenShot

UML

My game is a platform game where the goal is to defeat all of the enemies that appear on the screen. The arrows decrease your health and the wizard increases it. You lose if your health reaches zero. The character and arrow images were created by Joel Castelan.

How to Play:
1. Move left and right with the left and right arrow keys.
2. Jump with the up arrow.
3. Defeat all enemies that appear.
4. Keep your health above zero.

Special Features:
1. Press c to randomly get a boost in health, attack, or defense. There is no limit to the number of times you use this.
2. There is no limit to how long you hold the jump key. This allows you to float over your enemies and land on them.

Risk (Julian Silerio '14)
ScreenShot

UML

Description:
Risk, the classic board game of ruined friends, bitter backstabbing, and world domination. After players deploy their initial armies until all forty-two territories on the map are filled, players take turnings reinforcing units, attacking other players' territories, and fortifying their own armies in a quest to control every territory on every continent on the map. The last player standing wins.

How to play
The game starts as soon as your mouse enters the window. Players click territories to deploy, reinforce, attack, or fortify the units on that territory, depending on the phase of the player's turn.

Special Features
1. Risk cards, a somewhat forgotten piece of the game, are implemented but do not actually play off the matching of cards to gain additional reinforcements. Instead, depending on how many cards the player has, players can turn in sets if they successfully get a random integer below a certain window. This window increases from 3 to 5, with 3 being a 33% chance of having "matching cards" to 5 being a 100% chance of having a set to turn in.
2. Different units do add benefits to the game. Infantry units only have standard rolls that range from 1-6, but cavalry and artillery units actually have smaller windows for rolling dice. The idea of overwhelming enemies with more forces really does come into play in this version of Risk, for more armies on one territory increases rolling odds drastically!

SuriumBlobsOfDoom (Jason Capili '14)
SuriumBlobsOfDoom.zip
ScreenShot

UML



Description:
You play as a laptop and your objective is to avoid the various blobs of surium (sure-ee-um) that are larger than you. You may “eat” surium blobs that are smaller than you simply by touching them, causing you to get bigger. You win the game once you become larger than the screen. The game will begin right when you run the class “GameDriver.”

How to play:
Press the arrow keys to accelerate in their respective directions, release the arrow keys to slow down in their respective directions.

Interesting Features:
1. To avoid losing the player, the board is set up so that if you go beyond the limits of one of the sides of the board, you are automatically transported to the other side of the board with the same speed and directionality as you left the last one.
2. There is a slowing feature that applies to the player; in other words, the player doesn’t stop moving in a certain direction immediately after you release the respective arrow key. This way, you can easily slip and slide into a blob that you didn’t want to, so be careful!

StopwatchBaseball (Quinn Brodey '14)
ScreenShot

UML

Description:
Stopwatch Baseball is a classic game played by ballplayers of any age. Generally, at least one coach has a stopwatch on him, and a player might borrow it to play a round of Stopwatch Baseball. The goal of the game is to stop the stopwatch as close to 1 second as possible, as that is always a home run.

How to Play:
To play this version of Stopwatch Baseball, you must start the stopwatch and stop it to make your runner move. The two different types of runners, fast one and slow ones, have different ranges of numbers that determine whether their hit is a single, double, or triple. You are given an out if you are outside of all the ranges. The goal is to score as many runs as possible before you get 10 outs.

Special Features:
A runner will be randomly generated and will be either a fast runner or a slow runner. SOON TO BE ADDED - if you are too far outside of the range, you will hit into a double play, giving you two outs from that hitter rather than just one.

Battleship (Paul Legler '14)
Battleship.zip
ScreenShot

UML



Description:
My game is classic battleship with some twists. You are the human playing against the computer. Each player gets five ships to play on the board, and the objective of the game is to guess the location of all your opponent's ships before your opponent guesses the location of your ships. The ships also have special moves that are used throughout game, unlike normal battleship.

How to play:
You simply answer the questions that the game asks you, entering first the location and direction of your ships during placement. Then during the guessing portion of the game, you enter your guessing coordinates.

Interesting features:
1. The computer has an impressive level of intelligence, guessing in a logical order when it gets a hit. It guesses the areas around a ship then locks on once it gets two hits in a row.
2.The special attacks and defense moves of the ships add more variety to the game. Normal battleship is only about guessing locations, but my version adds more randomness outside the control of the human.
3. I implemented a timer to set how long explosions are displayed after a guess is made. This slows down the pace of the game and makes it more fun to watch and play.

Kirby (Justin Lee '14)
ScreenShot

UML

Description:
Kirby is a game played with the WASD keys to navigate the 2D array formed by Gridworld. The objective of the game is to clear all obstacles set on the map and to make it to then end. On the map there are blocks and enemies that make it challenging to reach the end. Once screen 8 is reached the Grid is cleared and the “GGWP” message is displayed. Have fun!

How to play
1. Use the WASD keys to navigate, up, down, left, and right through the multiple stages.

Special Features
1. Gravity is implemented into the game by checking the block under Kirby to see if their is a ground piece, enemy, or nothing. If there is nothing it continues to fall until it hits the ground. Furthermore, during this falling period you can’t jump again.
2. Each enemy has a higher chance of jumping instead of moving linearly from side to side. The changes are created with a Math.random()*2 and comparisons to those randomly generated numbers.

Falling Balls (Adrian Sunga '14)
ScreenShot

UML



Description:
My game is a single-player game that consists of a stick figure character controlled by the user, automated balls that bounce across the screen, and randomly placed power-ups. The objective of the game is maneuver the stick figure character so as to dodge the balls bouncing across the screen. When a ball bounces all the way across the screen and leaves the screen, one point is tallied to the user's score. Therefore, the user must try to accrue as many points as possible.

How to Play:
Press the RIGHT and LEFT arrow keys to move the stick figure character right and left, respectively.

Interesting Features:
1. Timers were used extensively to make this game. Timers were used to manage the placement of the balls and power-ups; movement of the balls, power-ups, and stick figure character; draw methods; and for other methods.
2. Unlike the original game, this Falling Balls game implements the use of power-ups. When "picked up" by the character, the power-up slows down the speeds of all balls on the screen at the time of the "pick up."


Pokemon Tower Defense (Thomas Molnar '14)
ScreenShot

UML

Description:
To play this game, the player builds towers that attack creatures who are attempting to run across the map. If a creature crosses the map with health remaining, then the player loses a life. However, if the player kills a creature, then he/she will receive gold to purchase more towers and will not lose a life. Should the player lose all of his/her lives, then the player loses the game.

How to play
1. Click on Start to initiate a wave of creatures to begin the level.
2. The player builds towers by purchasing one by pressing the respective tower’s button and then places it by clicking on the frame. Click Pause to pause the game; fast forward to speed up the game.
3. Complete all waves to win. If the players loses all of his/her lives then he/she loses.


Special Features
1. Fast Forward method that can speed up the game.
2. Pause method that can pause the game, stopping the motion of creatures and holding the attacks of the towers.
3. SpecialPowers utilized by the creatures which either allow a creature to gain speed or to teleport an x amount of spaces.

RatSlap Chris Kymn '14)
ScreenShot

UML

Description: Ratslap is a 2 player turn-based card game. Cards are acquired via "slaps" by which a player earns all of the cards in play (that is, those not currently in either player's hand), and a player wins when he or she obtains all 52 cards in the deck.

How to play:
1. Each player has two moves they can make at any time, play and slap. Playing or slapping can be used at any time; however, doing so at an incorrect time causes a player to "burn" or lose the top card in their hand.
2. By playing a card, the player puts the top card in their hand into the pile of cards in play. The player is not allowed to manually adjust the order of cards in his or her hand. The game then shifts the turn to the other player.
3. When a player slaps a pile, the game checks to see if the player has won. To win a pile, the last card played must have the same value as one of the previous two cards before it. For example, if two 8s were played consecutively, or an 8 was played after an 8 and a 5, then it would be an appropriate time to slap. In this game, all face cards have the same value, so as to allow for more slapping opportunities.

Some Interesting Features:
1. The game is playable head to head; that is, one player competes directly against another. Player 1 uses "Z" to play and "X" to slap; Player 2 uses "N" to play and "M" to slap.
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