Super Ogre Ball
Kevin Yeh, Alyssa Sallean, Patrick Grayson, Matt Navarifar
A loving recreation of Super Monkey Ball, built in five weeks for UT Austin's Game Technology course.
##Running Consult README.md for instructions on building, then run the ./OgreBall executable. If you are building under Ogre 1.8, checkout the Ogre-1.8 branch instead of Master.
##Controls Keyboard:
WASD - Level Tilt
ESC - Menu
Gamecube USB:
Left Stick - Level Tilt
Single Player:
R - Restart (Requires at least one life)
Multi Player:
C - Toggle Chatlog Visibility
Enter - Toggle Message
ESC - Menu / Exit Message Context
##Final Implementation Overview Swanky New Game Engine Features:
- Ogre Procedural Integration (Procedurally Generated Meshes)
- Level and Mesh-building Scripting Language and Parser (stored in media/OgreBall/scripts/)
- Single Player Leaderboards (persisted in data/*.obhs)
- 4-Player Network Support with User Tags and Chatlog
- Swanky Menus and Gamestate Screens + CEGUI Animations
- Interpolated Objects for Dynamic Levels
- USB GAMECUBE CONTROLLER SUPPORT FOR SINGLE PLAYER WHAT UP
- Smart camera
- More cool stuff we probably forgot about
##FILES
common.*
BaseApplication.*, OgreBallApplication.* (Main Application)
Activity.*, MenuActivity.*, SinglePlayerActivity.*, BaseMultiActivity.*,
HostPlayerActivity.*, ClientPlayerActivity.* (Sub-Application States)
CameraObject.* (Smart Camera Positioning)
LevelLoader.* (Level and Mesh-building Script Parser)
LevelViewer.* (Ogre-Camera Viewers in CEGUI Windows)
Interpolator.*, OBAnimationManager.* (Dynamic Helpers)
SelectorHelper.* (Menu Select Helpers)
GameObject.*, GameObjectDescriptions.h, Collectible.cpp, GoalObject.cpp,
OgreBall.cpp, DecorativeObject.cpp, MeshObject.cpp (Game Object Definitions)
Physics.*, OgreMotionState.* Sounds.*, Networking.* (Library Integration Helpers)