Objectives:
You must write your game using both C and assembly.
You must have at least two areas on a map to explore.
You must allow the player to show the map and mark their position and key items.
You must have at least 3 ASCII art images.
You must have a main menu.
You must have a character selection/creation.
Your game must feature two levels of difficulty: Easy or Hard
Your game must feature at least three puzzles (whos challenges can be either Easy or Hard depending on what the player selected at the start).
Your game should be able to be completed by a novice (i.e. your Instructor!) within 3 to 5 minutes of starting.
You must reward the player with a win screen when they complete the game.
Part 1 - Project Declaration:
Task one involved developing a project topic. I was inspired to create a multi-ending action-adventure game shaped by the player’s decision-making. I also aimed to incorporate themes of time travel and the search for identity. A synopsis of the game is provided below.
Awakening in the ruins of time with no memory of your past, you discover a mysterious device — the Chrono Relic, capable of sending you across centuries. To reclaim your identity, you must gather lost memory fragments scattered throughout history; each guarded by puzzles, paradoxes, and forces seeking the same power.
Every era you visit holds clues to who you were… and who you might become. But beware — the more you alter time, the further your true self drifts into oblivion.
Part 2 - Flowchart:
Following the project declaration, our next assignment was to develop a flowchart model. My game design features two modes: Easy mode is a simple, read-along story with player decision input, while Hard mode offers a more complex interactive narrative that immerses the player in each time era.
Part 3 - State Machine:
Following the project declaration, our next assignment was to develop a flowchart model. My game design features two modes: Easy mode is a simple, read-along story with player decision input, while Hard mode offers a more complex interactive narrative that immerses the player in each time era.
Part 4 - Presentation:
Our next assignment was to develop a progress presentation to demonstrate the current state of the project prior to the demo presentation. For a more detailed look at my development process, please refer to the presentation.
In conclusion, this project taught me the intricacies of game development and debugging. Through testing, I identified several previously unnoticed bugs, such as moments when the player could not move, the menu became inaccessible, or dialogue failed to trigger. For a more detailed look at the flowchart, state machine, and game manual, please refer to the full report to the right. A video demonstration of the game in action is also featured below.