Badass Madness is a graduation project mixing the “Moteurs de jeux (game engines)” and “Informatique des Sons et de la Musique (computing music and sounds)” courses. It’s a playable level inspired by Marble Madness, the game of Atari Games released in 1984. I was in charge of modeling and texturing the level in 3D as well as produce and incorporate some sounds.
Environment
- Windows
- Visual Studio C++
- OpenGL
- FmodEx with FMod Designer
- Blender
- Samplitude / Audacity / Magix Music Maker / Sony Acid Pro 7
Story
The board of the game is an imaginary take on the journey of BubbleBall, a bowling ball, after being thrown down the gutter. Just like the original game, the difficulty is quite high.
Gameplay
The pause music was developed entirely with samples from the SoundPool of Samplitude. The flow was created to be felt like a movement, flexible and nervous at the same time.
Specifications
Many constraints are related to the direct use of OpenGL, including:
- the camera management to keep the ball in the center of the scene at all times; thus, the whole scene is moving and the movements of the ball are simulated to hide the fact that it is static,
- the physics management and in particular of the friction forces which are simulated by reducing the speed of the ball over time,
- detecting the collisions was done by hand according to the sphere-triangle intersection test from Christer Ericson and the separating-axis theorem.
We implemented a checkpoint system due to the difficulty of the level. There is an invisible line to cross at some point, dividing it into two parts.