Platform Game

Impossible Rescue

Cocos2D-x & C++ Role: Game Programmer

Overview

Impossible Rescue is a 2D platformer where the player controls Shadow, a drone hacking a mainframe to retrieve a stolen powerful AI. Solve puzzles and gain new movement abilities to progress through all six levels but be careful about the mainframe defensive measures.

This project was developed by a team of three programmers as part of my MSc Video Game Developer course at Birmingham City University.

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Inspirations

The given stakeholder brief requested the use two different razor products, "Manic Miner" for its precision platforming and "Thomas was Alone" for the simple shapes. As a team we decided to embrace even "Celeste" as inspiration for its fast paced gameplay and abilities to traverse the map.

My Role

Level generation and managing: loading all the elements present in the levels and assuring their correct functioning during all states of the game. In order to easyly create and design levels we used a tilemap editor called Tiled which is natively supported by Cocos2d-X framework. Due to outdated support I had to create a system to load simple shaped object from Tiled tilemap and transforming them into the actual level elements. This system was then paired with a pooling rotation to create all elements at the start of the game and reuse them through levels.

Platforms: our game had two differenct types of platform, a crumbling one which disappear after being stepped on and a travellator which transports the character in a specific direction. Both of them uses Cocos2D-X Action system to perform movements over time.

Turret: enemy which moves along a given path on an single axys, it uses the Cocos2D-X Action system to perform actions over time

Port: puzzle element which needs a key and time to be activated, activation time is displayed through a filling bar.

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