We programmed Speluncraft with inspiration from Spelunky. We proceeded to implement Minecraft-like texturing and using Textures provided by one of Minecraft's famous Resourcepacks. Our goal was to create a game with a few levels and different weapons whilst maintaining a simple playthrough experience.
We used .NET 3.1 and OpenTK as a low-level binding for OpenGL to create the game. Using practices learned from Software Engineering we used a CI pipeline with automated testing to ensure our Engine is working correctly and sprint planning with 6 Sprint phases.
- Make sure you have at least .NET (>= 3.1) libraries installed
- Click on Game.exe
- Enjoy
- Player - You control the Player via [A], [D] and [Space]
- Healthbar - Shows your current HP
- Weapon - Shows the selected Weapon, its cooldown when fired. Fired via [Left] and [Right]
Before you can compile the game, you must ensure the .NET (>= 3.1) libraries have been installed on your system.
Open the project in your favourite .NET IDE of choice and press build. Same procedure for automated tests.
Below you can find Links to assets, tools, and tips we used to create our project
Tiled - Tile map editor
Hiero - Bitmap font packing tool
StyleCop.Analyzers - Enforce a set of style and consistency rules
Newtonsoft.Json - JSON framework for .NET
SixLabors.ImageSharp - Fully featured 2D graphics API for .NET
OpenTK - Low-level C# bindings for OpenGL
MSTest.TestFramework - Microsoft's Test framework for automated testing
Microsoft.CodeCoverage - Collects code coverage from tests
Dokucraft - Textures used for map and hearts
Kenney's Platformer Characters - Used for Player and Enemysprites
Kenney's Blaster Kit - Used for weapons
Kenney's Smoke Particles - Used for Explosion Sprite
Font Hack - Used for Tooltips
Font Semicondensed - Used for Start Screen
Prof. Scherzer's 06 Camera Example - used to center the camera with the player
davudk OpenGL TileMap Demo - TileMap rendering
ThinMatrix Font Rendering Tutorial - Font rendering