Jonathan Umar-Khitab

Game Designer

Lode Runner

Role: Designer

Team Size: Solo

Players: 1

Engine: 2LOC

Tools & Languages

Visual Studio | C++ | CMake | Photoshop | Audacity | Bitbucket


Overview

A 2D hand drawn recreation of the game NES game Lode Runner built entirely from the ground up using a framework called 2LOC in C++. I had six weeks to make this game, along with the addition of other features such as a level editior, replay system and more. Everything in this project was made by me except for the Money tile which was done by a friend of mine.

Project Goals

  • Recreate the game of Lode Runner using the 2LOC engine framework.
  • Reimagine the game with new artwork, audio and features that stay true to the core gameplay experience.
  • Add in additional supporting features such as a replay system, and map editor.

Responsibilities

  • Create Music tracks for the main menu and gameplay segments.
  • Design
  • Research the source material and recreate its feel and features.
  • Programming all components of the game in C++ (Collision, rendering, states, etc…)
  • Custom built FMOD integration into the framework
  • Art and Animation for characters, enemies, animating tiles and effects.
  • Sound Design, recording, editing and implementation.

Additional Details

  • Genre: Horror Platformer
  • Language: C++
  • Duration: June 2014 – July 2015 (6 Weeks)
  • Platform: PC
  • Controls: Keyboard

Detailed Information

  • Design
    • Research and analyze the source game, to determine required features, and replicate how systems interact with one another (Movement, Gravity, Creatures)
    • Design and Build additional features that support the underlying goals of the game.
      • Destroyable Tiles
      • Ways to trap enemy creatures
      • Shift from tile based movement to free movement.
    • Reimagine the presentation of the game
      • Rope tiles became magical glyphs that spawned wings
      • Ladders become magical lifts that you can fly up and down
    • General Design
  • Programming (C++)
    • Learn and research the 2Loc Engine
    • Implement a tile based system which utilized a state machine system to interact with the world.
    • Build a simple rendering system for levels, and scenes
    • Implement a parser which can read and write files, as well as load images, and animations from a json file and spritesheet.
    • Develop a tile based collision detection system using free form movement and tiles.
    • State based animation system for creatures, props and environmentals.
    • Input handling
    • Map Editor
    • AI for enemies
    • Replay System
    • Movement systems
    • Memory handling and Cleanup
    • Audio Systems using FMOD
  • Characters
    • Main Character (Biped)
      • Animations (Run, Weapon Fire, Climb, Fly, Fall, Death, Idle)
      • Sounds
      • Implementation
    • Enemy (Quadriped)
      • Animations (Run, Fall, Death, Idle, Climb, Fly)
      • Audio
      • Implementation
  • Tiles
    • Build multiple tile types
      • Each of the following tile has an animation (Standard, Ladders, Flying, Gold)
      • Empty, Solid Tile.
      • Supporting Audio for different tile states.
    • Tile Animations (Destroy, Reform, Idle)
  • Menu (Art, Implementation and Backing Track)
  • Audio
    • Atmospheric VO
    • Sound Design
    • Music
      • Menu Music
      • In Game Music