43
8 BALL POOL OVERVIEW Using a stick and a white cue ball to pot the remaining balls in a particular order. BASIC RULES 1. Use the white ball and a pool stick to sink in the stripes/ solid balls into the corner pots. 2. The last ball to be sunk should be the black 8 ball. If it is sunk before you lose. 3. Also, be sure to not sink the white cue ball as that makes you lose your turn. 4. The ball will react to the direction and the power by which you strike it with the stick. FEATURES 1. Special powers to mess with opposing players available in some levels. 2. Ability to add features to boost performance if certain criteria are met. 3. Obstacles present on pool table if wanted 4. Sound effects for collisions, power-ups, immobilization DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following items. a. Physics engine involved with friction equations in play b. Score keeping c. Ability to change pool tables and add obstacles on the pool table Hardware Overview 1.DAC for sound output 2. 2 potentiometers and 1 button per player 3. 1 shared LCD display

8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

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Page 1: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

8 BALL POOL

OVERVIEW Using a stick and a white cue ball to pot the

remaining balls in a particular order.

BASIC RULES 1. Use the white ball and a pool stick to sink in the stripes/ solid balls into the corner pots.

2. The last ball to be sunk should be the black 8 ball. If it is sunk before you lose.

3. Also, be sure to not sink the white cue ball as that makes you lose your turn.

4. The ball will react to the direction and the power by which you strike it with the stick.

FEATURES 1. Special powers to mess with opposing players available in some levels.

2. Ability to add features to boost performance if certain criteria are met.

3. Obstacles present on pool table if wanted

4. Sound effects for collisions, power-ups, immobilization

DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following

items.

a. Physics engine involved with friction equations in play

b. Score keeping

c. Ability to change pool tables and add obstacles on the pool table

Hardware Overview

1.DAC for sound output

2. 2 potentiometers and 1 button per player

3. 1 shared LCD display

Page 2: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

AGameofIceandFire-Andotherthemedpuzzles-(AtwistonPokemonMiniGames)

Proposal-EE319K

OVERVIEW

Usingfourbuttons(oraD-pad),directacharacterthroughapuzzle,slidingalongandcrackingblockstosolvevarious

levels.Thegoalofthegameistobeatalllevelsofpuzzles,andsetahighscore.

BASICRULES

1. Eachthemehasitsownsetofrules.

2. IceTheme:

a. Eachblockhasuniqueproperties.

b. Boulderstopsplayermovement.

c. Snowallowsnormalmovement.

d. Icecausesplayerprogressionuntilaboulderorsnowblockishit.

e. Playermustsolvepuzzleandendinthecorrectpositiontobeatthelevel

3. LavaTheme:

a. Boulderblocksplayermovement.

b. Pulsingblockswillcrackwhenplayermovesawayfromoneandturnintolava.

c. Steppingintolavawillcausetheplayertoresetatthebeginning.

d. Playermustcrackeveryblockandendupinthecorrectpositiontobeatthelevelandprogress.

4. Jungle/Othertheme:

a. TBD

FEATURES

1. Graphicsdesignedfromscratchwithdynamicbackgrounds.

2. Multiplepuzzlesthataredifferentandcorrelatedwitheachgraphicaltheme.

3. DACimplementedmusiccorrelatedwiththeleveltheme.

4. ADCimplementedpotentiometerthatcontrolsvolume.

5. Twointerruptstocontrolsound,oneinterruptfordynamicenvironmentlevels

6. Time-basedgame,topfivestatsdisplayedatthebeginning.Thegoalistobeatthehighscore.

DIFFICULTY

Dependingonthevariationsyouaddtothegame,thiscouldbeahardgamegiventhefollowingitems.

a. Dynamicbackgroundsthatdonotcauseframeissueswithplayermovement.

b. Largenumberofpuzzlesthatareuniqueandhandcrafted.

c. Possiblephysicsengine

HARDWARE

o D-pad(Fourbuttons)usedforcontrollingthecharacter’sposition

o SlidePotentiometerusedforcontrollingADCvolume

o LCDScreen

o HeadphoneJack

o On/Offswitchwith2500mAhpowerbank

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Michael Arthur Jr. and Waseem Mehany Dr. Y April 27, 2017

Agar.io

Survival of the thickest. Summary Agar.io is a game in which the players move of increasing size

around the screen. The goal of the game is to avoid the opponent

and eat the circles that appear randomly around the map to

increase your size before your opponent. The winner is the

player with the largest circle either at the end of the game or

when the two players collide. The game will increase/decrease in

speed dependent upon the use of the button inputs by the player. Use of DAC We will play various sounds in relation to the player eating the

circles on the board. We will use the DAC format used in

previous labs and correspond sounds to eating the circles on the

board using collision detection. Use of ADC The ADC will be used to process joystick data that will control

the direction of the player. Players will be forced to move in an

intelligent way in order to avoid the other player while obtaining

as much of the on screen “food” as possible. Hardware - 2 buttons for speed control - joystick for direction control

- 4 bit DAC, 12 bit ADC - 128x160 LCD display Extra credit goals Edge triggered interrupts, multiplier, layered graphics, 4

or more sounds, and hopefully UART

!1

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BATTLESHIP

OVERVIEW Battleship is a two-player game of strategy. It is played on ruled grids where the players' fleets of ships are placed based on personal preference. The locations of each fleet are concealed from the other player. Players alternate turns calling out ‘shots’ that can either ‘hit’ or ‘miss’ the other player's ships. The game ends when an entire fleet is destroyed, or when both players run out of ‘shots.’

BASIC RULES 1. The player who goes first is randomly chosen.

2. Shots are called using coordinates on the grid. A coordinate is made up of a horizontal-axis

value followed by a vertical-axis value.

3. If a called shot hits a part of a ship, that grid space is marked with a ‘hit.’

4. If a called shot misses a part of a ship, that grid space is marked with a ‘miss.’

5. Each player gets 15 ‘missiles’ (chances) to destroy the opposing fleet.

6. The winner is determined when an entire opposing fleet is hit.

7. The game ends in a draw if both players run out of ammunition without destroying an

entire fleet.

FEATURES 1. Observation Grid: An additional grid that displays where a player has hit and missed.

2. Ship Position Selection: Players choose where to place their fleet of ships on their grid.

3. Multiplayer: Two players play against each other simultaneously.

4. Scoreboard: At the end of the game, a scoreboard with each players’ number of hits is

displayed.

DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following

items.

a. Special effects involving hit and miss animations.

b. Multiple sound effects following specific animations (explosion, water splash, etc.).

c. Implementation of dual screen play.

Page 5: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

Binding of Issac Overview: Room clearing game. Enter rooms and gain powerups to survive the five floors. Rules: Take a hit from a projectile, take half a heart of damage. Movement with a joystick, shoot to the north, south, east, and west. When you enter a room, the door closes behind you (in the actual game you can bomb the door, which we might do). Clear the room of enemies and then proceed. There will be power up rooms and maybe a shop with occasional currency drops. Features:

1. Co-op room clearing game 2. Complex projectile that is affected by player movement (also has range and attack

damage) 3. Maybe implement random room generation 4. Implement random powerups 5. Will increase in difficulty as you proceed down a floor

Difficulty:

1. Hit detection 2. Collision with tiles 3. Use two microcontrollers, one for input and one for calculation (UART) 4. Enemy AI will be coded 5. Power ups 6. Increasing difficulty, probably by adding new enemies

Hardware:

1. Joystick for moving 2. Four buttons for four directions of attack 3. Maybe button for bomb 4. DAC and speaker for sound

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BIRD IN WOODS

Lab 10 Proposal – EE319K

OVERVIEW Using the potentiometer, you change the position of the bird by which the bird can avoid the

branches in the wood while flying. It will collect the fruits in the way and by pressing a switch it can

shoot those fruits and destroy the branches on it way.

BASIC RULES 1. If the branch hits the bird of the screen the game is over.

2. The speed at which the bird flies increases and so the difficulty increases with time.

3. There will be different types of branches that the bird have to avoid.

4. The bird have to collect the fruit on the screen by touching it.

5. If the bird have collected any fruit it can shoot that fruit and destroy a branch.

6. One fruit can destroy only one branch

FEATURES 1. Sound will output when the bird crashes in branch, when the bird collect fruits, when the

bird fires fruit, when fruit destroys branches, etc.

2. We will use one potentiometer and one switch for inputs.

DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following

items.

a. Collision Detections between several elements.

b. Control of speed.

UT IDs: jml5234 & rd27955

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Lab 10 Game Proposal Mengyu Fan & Brian Le

Game Name: DJ Hero

Overview:

This game is a

rhythm game in which the

player must press buttons

according to the beat of

the music.

Basic Rules:

-The notes will fall

down from different lanes

and will overlap with the

hit zone on the “beat” of

the music.

-If the player hit the correct button for the lane of the note when it overlaps with the note-

shaped hit zone, they will gain points and a sound effect will play.

-If the player hit the note off-beat or in the incorrect lane, they will earn a miss and no

points will be gained.

-At the end of the song, the player’s score will be shown.

Features:

-There will be 3 lanes where the notes can fall down, each lane is controlled by a button

switch.

-The player can use a potentiometer to adjust the hit zone on a horizontal level.

Sometimes the lanes will slide to a different position, and that requires the player to use the

potentiometer as a slide to control the hit zone to align with the notes in order to hit them.

Hardware:

-Microcontroller

-LCD Display

-Breadboard

-3 Buttons

-Potentiometer

-DAC for sound

-Speaker/headphone plugin

Page 8: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

Difficulties:

-Using functions to reduce sound files (~2 minutes) to an acceptable size

-Implementing multiple interrupts for the music and the

-Using ADC to control the position of sprites in game

Page 9: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

DODGE MASTER 319 CHIOMA OKORIE AND ZACK CAMPBELL

OVERVIEW

You control a block that you move around to avoid falling blocks that get

increasingly difficult with time. You can collect power-ups to make your

block stronger and get additional abilities

BASIC RULES

1. If your block gets hit by the blocks that are falling, you lose,

except for the purple block or orange block

FEATURES

1. The falling blocks change color according to their size and shape, some being larger than

others and in stranger shapes

2. As time goes by the blocks move down the screen faster and faster until eventually a wall of

blocks falls down with only the very size of your block’s space to get through

3. The score is based upon the number of blocks passed and the time you have lasted

4. Random blocks will fall at random times until certain time restraints are reaches upon

which new blocks will be released

5. If you hit a white block you become invincible for a short time

6. If you hit an orange block, the screen is cleared of blocks

7. The title screen shows instructions as well as an option to choose your block color

8. An LED turns on when a power-up is picked up and starts to flash faster and faster

according to how much time you have left with the power-up

Depending on the variations you add to the game, this could be a hard game given the following

items.

a. Frame rate and timing

b. Random creation of block patterns

Hardware Implementation:

Slidepot:

The slidepot will be used to control the horizontal position of the player’s block on

the screen. It will also be used to select between menu options and to select the color block that the

player will use.

Button 1:

The buttons will be interchangeable in selecting menu items or the color of your

block. Button 1 specifically will cause the player’s block to move up on the screen the width of the

block itself.

Button 2:

The second button will be used to move the player’s block down the width of the

block. In this way the two buttons combined will allow vertical movement on the screen of the

player’s block.

Sound:

Background music will also play during the main menu and the game on a loop, while

collisions between sprites will have a different sound, and the background loop will stop. Then once

the player presses a button again to return to the main menu, the background sound will resume.

Page 10: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

DUET

By: Nikhil Kanzarkar & Abbas Al Khazal

OVERVIEW:

The chasing circles can revolve and turn in the clockwise and counter clockwise direction. The

scores are given depending on the number of obstacles that the participant can clear. The game

will have 3 basic single player difficulties/levels along with multiplayer functionality.

HARDWARE:

1. Three Buttons to control the direction of rotation & for pausing the game

2. Potentiometer to control placement of obstacles for multiplayer

3. Possible use of accelerometer (depending on progression of lab throughout the week)

4. Headphone Jack

BASIC RULES:

1. If either of the circles touches an obstacle, the game ends.

2. The circles can rotate in both counter clockwise and clockwise directions.

3. The size of the blocks varies along with the frequency with which they spawn allowing

for increased difficulty.

4. The game continues until the player dies with no definite end allowing for the highest

scoring participant to win.

FEATURES:

1. Extra lives depending on the score thresholds. Only one extra life at any time.

2. Longer the game is played, the faster the sound becomes.

3. Motivational Quotes will be displayed as the player progresses through the game.

4. In Multiplayer mode, the second player gets complete control on the position of the

obstacle that the first player must clear.

DIFFICULTY:

a. Control of speed of obstacles

b. Difficulty modifiers: adding special levels other than the basic 3(may be done)

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c. Collision detection

d. Different sound effects

e. Adding a pause button

Video of the game:

https://www.youtube.com/watch?v=VYVTmjFnfyg

Page 12: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

FINAL FANTASY

Proposal – EE319K

Douglas Riggs and Neel Drain

OVERVIEW Play as a character in a RPG. Move around, encounter monsters, and fight them in turn based

combat.

Basics

1. You can move around freely in the world, but are stopped at obstacles such as walls, rocks,

boxes, chests and enemies.

2. Coming into contact with a monster initiates a turn based fight.

3. Interact with doors to change rooms.

4. Interact with chests for items.

FEATURES 1. Several types of monsters

2. 1 dungeon with 10 rooms in different configurations.

3. Turn based combat, powered by character stats

DIFFICULTY This could be a very difficult and complicated project due to the many elements involved.

a. Movement on a textured background, and behind other sprites.

b. AI movement and attacks

c. Creating a story

d. Collision detection with rooms taking different configurations

e. Animating things such as attacks

f. Implementing a balanced combat system which is challenging yet fun

Page 13: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

GALAGA

Project Proposal – EE319K

OVERVIEW The player uses the slide pot to adjust the position of the fighter and the button to fire at the

incoming aliens. The player must dodge incoming aliens and missiles.

BASIC RULES 1. If a missile or alien hits the ship, the player loses a life.

2. If a laser fired from the fighter hits an alien, it dies.

3. All aliens must be hit once to be killed except for one that must be hit twice.

4. The fifth and last level is a special challenge stage in which the player tries to shoot aliens as

they come onto and leave the screen (the player cannot die in this stage).

5. Appropriate points are given for destroying aliens.

FEATURES 1. Aliens will fly in at different unkown patterns to make shooting them difficult.

2. Aliens will shift back and forth on screen when in formation to increase the difficulty.

3. The players score will be displayed at the top of the screen.

4. The life count and stage number are displayed on the bottom of the screen.

5. Aliens will fire more “tracking” missiles at the playeras the game progresses.

DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following

items.

a. The constantly moving starry background

b. Control of how aliens attack the player after formation

c. Programming the various formations aliens fly in on the screen

d. Implementing motion tracking missiles

***We may add the ability of one of the aliens to capture a ship via a tractor beam. The player would

consequently lose a life, however if they kill the alien that captured the ship, they regain the ship.

Instead of simply regaining a life, the captured ship is placed next to the existing ship and the player

can use both to fire at the aliens.

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Geometry Wars Overview The player controls a spaceship, moving around an arena and shooting at enemy ships.

Basic Rules 1. Enemy ships will not shoot at the player.

The player can die only by touching an enemy ship.

2. Points are gained for each enemy killed. 3. The level ends when a certain points goal

is reached. 4. If the player dies, the arena is wiped, the

player ship is respawned, and a points penalty is applied.

Features 1. Bombs - Bombs can be used to instantly destroy all enemies on the screen. Bombs cannot be

obtained midlevel; the player is given a specific number at the start of each level. The player will still get points for each enemy destroyed by the bomb.

2. Multiple Enemy Types – Different enemy ships, indicated by differing shapes and colors, will have different behaviors and point values attributed to each.

3. Escalating Difficulty – With each level the player progresses through, the number of enemies and the points goal will increase.

4. Joystick Control – Joystick will control direction in which the ship will fire at a constant rate. 5. Directional Pad - 4 buttons will control the movement of the ship

Difficulty ● Implementing joystick control ● Implementing different enemy types and enemy movement ● Implementing enemy-player and enemy-bullet collision detection ● Implementing a real-time score count

Hardware ● One joystick – used to control shooting direction ● Five buttons - four are used to create a directional pad, and one is used for the bomb ● One LCD display – used to display the game ● One headphone jack – used to listen to game sounds

Page 15: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

HELICOPTER

Proposal by Andriy Dashko and Shiv Lalapet

OVERVIEW You are a helicopter flying automatically forward that has to fly through a tunnel avoiding the

ceiling and floor along with obstacles in the middle. This version will have a twist where your

helicopter is able to shoot down the obstacles.

BASIC RULES 1. The helicopter will automatically go forward through the tunnel, and the score for the game

will be the distance traveled without crashing

2. If the helicopter hits the floor or ceiling of the tunnel or if it hits an obstacle then the

helicopter crashes and the game ends.

3. The obstacles will have an increasing level of toughness as the distance increases, starting

on 1 hit to break and increasing up to 4 as time progresses.

4. The tunnel will have a random pattern, but this pattern will get narrower and more

sporadic as the distance increases to make the game more difficult as you progress. The

tunnel won’t close in at a certain point, but it being so narrower will make it difficult to

continue gaining distance.

FEATURES 1. Tunnel: Consists of a floor and ceiling that is randomly generated. It will become narrower

with more sharp turns as the game progresses to increase the difficulty. It won’t become too

narrow or create sharp turns as to make progression impossible.

2. Obstacles: Walls in the middle of the tunnel that will require the player to either maneuver

around or shoot them down. Their toughness will increase from 1 hit to 4 hits to break as

the game progresses. They will be able to completely block the path of the player, requiring

them to shoot them down.

3. Shooting: The helicopter will be able to shoot a projectile as the player presses the button to

destroy the obstacles in their path as an alternative to dodging them. The player won’t be

able to destroy parts of the tunnel.

4. Flying: The helicopter will move from the slide pot input on the left of the screen to dodge

the tunnel walls and the obstacles as they scroll in from the right.

5. Sound: There will be a helicopter rotor noise in the background, a noise when you fire a

projectile, and when the projectile hits the tunnel or obstacle.

DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following

items.

a. Algorithm to generate the tunnel and obstacles.

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b. Hit detection for when the helicopter crashes.

c. Not creating an impossible game state, so constant progression is available.

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Arvin BhatiJoshua Thias

EE319K Lab 10 Game: Helicopter Space Ultra

Overview: A helicopter moves in the horizontal direction and attempt to survive for as much time as possible while building up a higher and higher overall score. Obstacles such as rocks, walls, and bombs are placed that delay the helicopter and ultimately can end the game.

Basic Rules

1. The game is a “survival challenge” to get as many points as possible over time2. One player at a time3. Rocks slow down the helicopter to half speed for 2 seconds4. Walls give damage and slow down helicopter for 3 seconds5. Bombs automatically kill the helicopter to end the game6. Theoretically, the game only ends when the helicopter dies from an obstacle7. Score multiplier acts consistent throughout game, and increases with difficulty setting

Features

1. Rocks, walls, and bombs acting as obstacles described above2. A space/futuristic background at roughly 60 frames a second for graphics3. DAC provided sound for game start, gameplay, obstacle hit, and death4. A high score record list that is saved in memory and displayed each turn

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Difficulty Levels

3 Modes of Difficulty controlled with the Buttons:

1) Easy: Buttons simply control up and down position of helicopter2) Medium: Buttons control the velocity of the helicopter3) Hard: Buttons control the acceleration of the helicopter

Hardware

1. 2 buttons: to control the velocity and acceleration of the helicopter2. 2 potentiometers: move helicopter side to side (as an idea)3. LCD display: display sprites4. DAC: either a 4 or 6 bit DAC depending on breadboard space5. 2 LEDs (blue and red): heartbeat6. ADC: potentiometer conversions7. Male to male wires

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“High Noon”  Zachary Wempe -- zdw285 Srinjoy Majumdar -- sm64469  Overview: A modern take on the classic shooting gallery, High Noon pits 2 players against each other in a competition of skill and speed. Servo-actuated targets pop up and players must shoot them with laser pointers.  Basic Rules:  Speed Mode: 

- Shoot down as many targets as possible in allotted time, different random target pops us as soon as a hit is detected 

- 1 player and 2 player - Separate Targets for each player 

User-selected Rate Mode: - Targets change at a selected rate, hit as many targets as possible in a given 

amount of time. 

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Countdown Mode: - Shoot down target before timer reaches 0 - Time decreases as level increases - In multiplayer mode, game ends when first person dies 

  Features: 

- Servo actuated targets with embedded photoresistors pop up randomly - Laser gun with trigger for each player - Console launchpad with screen between two players shooting, communicates with 

target launchpad controlling target servos - Players can select character to play as from list of 4 sprites - As level increases, Countdown timer displayed on screen decreases, increasing 

difficulty - Character sprite fires on console screen when player takes shot and celebrates 

when shot is on target - Score is displayed on top corner for each game mode for both single and 

multiplayer. - Sound effects on successful shots, and background music 

 Hardware:   Targets :  3 servo-actuated targets for each player. Each target is equipped with a photoresistor to detect whether or not the player has successfully shot the target.  Slide Pot:  The slide pot is used in the user-selected rate game mode as a way of adjusting the rate at which the targets refresh  Buttons:  Two buttons are used to navigate menus.  Headphone Jack:  The headphone jack outputs sound effects and music to enhance the user experience.  LCD Screen:  The LCD Screen outputs information about the game, allows for mode selection, and displays the players’ characters, which respond to in-game actions.  Laser “Guns”:  Laser pointers outfitted to look like wild west guns.  

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Difficulty: UART Communication between target launchpad and console launchpad to keep track of game status  Calibrating photoresistors at start of game to ambient light conditions  Syncing on screen animations of player character with shots from real laser gun  ADC sampling of photoresistor 

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KNIGHT SQUAD

ASHWIN GUPTA AND GEORGE ZHANG – EE319K

OVERVIEW Each player controls a knight that must be the last knight standing. Knights can attack other knights

and protect themselves with several different weapons and powerups like swords, bows, shields,

etc.

BASIC RULES 1. Knights can attack once every certain amount of time

2. Knights can obtain powerups that change their weapon behavior (ex. Bow and arrow),

upgrade their existing weapon, or protect themselves (ex. Shield). Picking up a new weapon

replaces the old weapon.

3. Knights lose a life when hit by enemy attack (shields provide extra lives)

4. When a knight loses all their lives they die

5. Last Knight standing wins.

FEATURES 1. Power Ups: Walking over powerup blocks improves the weapon of the knight, gives them an

extra life, or harm enemy knights.

2. Terrain: The map can consist of unbreakable and breakable blocks.

3. Multiple Maps: Players can select from various maps.

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4. Several Rounds – Players play several rounds to decide the overall winner (score is

persisted between rounds).

DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following

items.

a. Physics engine involved (projectiles, collision detection)

b. Control of speed/frame rate

c. UART Communication if playing across 2 microcontrollers

d. Player / Projectile collision

e. Music and Sound effects

f. Moving and rotating in any direction (not just North, South, East, and West)

HARDWARE (NOTE: MINIMUM 2 PLAYERS) 1. 1x Joystick per person (controls rotation and motion)

2. 1x Button per player (to attack with whatever weapon)

3. 1 or 2 Microcontrollers

4. 1x LCD Display

5. 1x 4-Bit DAC

6. 2x Headphone Jacks

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Lunar Lander: The Sequel Avishka Suduwa Dewage

Overview

Player controls a ship using 2 slide pots (one for x,

one for y) which affect the thrusters on the lunar

lander. The objective of the game to transport the

cargo contained on your ship from space station A

to space station B, while avoiding the obstacles

between.

Basic Rules

1. The objective of the game is to get from point A to point B.

2. If the player hits any terrain, they lose a portion of their fuel and must restart at

checkpoint A with their remaining fuel.

3. The ship is controlled using thrusters on both sides and the bottom.

Features

1. Black Holes: Randomly spawn and if the player is too close will attract the ship

towards the center. This will force the player to waste fuel either waiting for it to de-

spawn or try getting out of the radius. If the player gets too close they will die, lose

fuel, and restart the beginning.

2. Asteroids: Asteroids will randomly hit the moon, and if the ship is hit, the player will

lose a portion of fuel and must restart at the beginning

3. For harder modes, changing the height of the terrain generation will limit the area

that the player had to fly the ship.

4. Increasing the spawn rate of asteroids and black holes for a harder difficulty.

5. Refueling Stations: These stations (landing pads) will randomly occur within the

terrain, and will serve as mini-save point, as the player will be able to recharge the

fuel stores.

6. The spawning rate of refueling stations will also change depending on the difficulty

chosen.

Difficulty

1. The main difficulty will be the physics engine. Having to calculate the forces acting

on the space ship could get complicated depending on how many objects are within

the vicinity.

2. Getting a smooth frame rate could also be hard depending on what is being drawn

on the screen.

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Hardware

1. Two slide pots will be used to control the thrusters on the ship for movement

2. 3 buttons will be used to navigate the menu (up, down, and select)

3. While in game, one button will be used to pause and the other button will be used to

make the ship “hover” at the expense of extra fuel consumption.

4. While playing the game, one of the three buttons will be used to pause.

5. A timer interrupt will constantly call the physics engine to update the position of the

ship

6. The only job of the main loops is to draw the graphics, therefore everything

displayed on the screen will be in sync with each other.

7. Another timer interrupt will be used for sound

8. ADC0, using two sequencers, will take samples of the two potentiometers.

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Lab 10 Proposal

Marble Maze

Zachary Herink (zjh353) and John Koelling (jkk887)

Overview

A marble rolls on a virtual course. The tilt and acceleration of the board is measured and used to move

the ball under simulated influence of gravity.

The player must avoid rolling the marble into holes or gutters. The goal is to reach the endpoint square.

Moving obstacles will further obstruct the path.

Other marbles will be present in the course and will roll under the same physics. These marbles may be

needed to lift gates and remove other obstructions.

Powerups

Freeze everything but yourself. This is a quantity powerup; this powerup allows a supply of

freeze which is continually drained as you hold the powerup button and recharges when not in use

Extra life (nullifies one life loss)

Inputs

Accelerometer X, Y, Z axes (analog.) Used to detect orientation of the board and drive physics

simulation.

Button 1: Pause

Button 2: Activate powerup (freeze)

Outputs

LCD

Headphone jack (for game music, and sound effects when winning or losing a life)

Difficulty

Working with inputs from the accelerometer

Compacting robust level architecture

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“Monster” Hunt

Game Proposal EE319k

Overview

This game will in the genre of RPG and have various difficulties, the player can choose the

difficulty using the potentiometer. Player will control a character in the game, using the joystick to

move around a map, with random encounters with monsters along the way. The goal of the game is to

reach the end of the dungeon without dying.

Basic Rules

1. When player’s health equals to zero, the game is over.

2. For every step taken in the game there will be a random chance for a monster encounter

3. The player can pick up items that can enhance their stats.

4. At the end of the game, the time it took the player to clear the level and the amount of

monsters defeated will be calculated into a final score

5. The player will select and return in the menus (that is, main menu as well as action menu for

battle) using two different buttons

6. The player will be able to choose a specific monster to target during a fight using the slide

pot.

7. Sound effects will indicate the press of buttons and will accompany some of occurrences

during a fight

Features

1. Each monster will have different stats and the stats depends on the difficulty.

2. The likliness of encountering a monster depends on the difficulty

3. Monsters may occasionally run away

4. The fight will be handled in a turn based fashion

Difficulty

Depending on the variations you add to the game, this could be a hard, but more realistic game given

the following items.

a. Physics engine involved.

b. Control of speed/frame rate

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Vickie Fridge and Thomas McRoberts

PAC-MAN

Lab 10 Proposal – EE319K

OVERVIEW This is a multiplayer game where each player is a pac-man except for one player, who is the ghost.

Using a joystick, a player moves around the board and tries to collect the most points within the

game runtime.

The ghost can chase the pac-men and ‘eat’ them for extra points. Which player is the ghost changes

at random intervals.

BASIC RULES 1. No players can go through walls

2. Only ghosts can eat other players

a. When a pac-man is eaten, the ghost gets points,

and the pac-man is moved the middle box

3. Players collect pips for points

4. Nothing happens if two pac-men collide

FEATURES 1. Each player has a panic button which will move them to the middle box

2. Random switching

3. Sounds: wakka-wakka, player eaten, intro music

DIFFICULTY 1. Random switching of who is the ghost

2. UART communication between screens (and possibly boards)

3. Different levels

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Pokemon

Game Proposal – EE319K Spring 2017

Albert Lin & Shashwat Pandey

Overview

Recreations of the original Pokemon games on two console devices, each with

only a portion of the storyline, and the ability to play against eachother.

Basic Rules

1. Battles are turn-based, 1v1.

2. Pokemon with highest speed moves first.

3. Upon defeating all the opponent’s Pokemon, player wins.

4. Players can carry a maximum of 6 Pokemon at a time. Catching more will

send them to the PC

Features

1. 50+ Pokemon, each with their own sprites, stats, customizable movesets,

etc.

2. Ability to catch Pokemon from wild encounters in overworld

3. Level up system that boosts all stats

4. AI that is challenging to beat

5. Story mode - Roam around in a grid-like world fighting trainers and

collecting badges from gym leaders.

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6. Multiplayer will have 2 modes of battle – one with Pokemon from your

story mode, other with preset Pokemon teams

Hardware

1. 2 Microcontrollers for the consoles

2. 2 Joysticks for movement

3. 2 LCD

4. 2 Headphone Jack

5. 4 Buttons for selecting action

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Prasant Kalidindi – psk444

Cooper Carnahan – cec4256

Pong2

Overview:

This is a modified version of the classic arcade game Pong. Instead of only having a single ball

in play, there will be two balls in play which creates double the fun! Also, as the amount of shots

in the rally increases, the balls will speed up accordingly to create an even more intense

experience.

Basic Rules:

1. If the ball gets past your player, the opposing player gains a point.

2. As soon as one of the balls is missed by a player, the point resets.

3. The first player to five wins.

4. The ball must hit the top of the paddle in order for the ball to be kept in play; anything

else will count as losing the point.

5. The balls will only speed up to a certain before its speed will remain constant until the

point ends.

Features:

1. Two Balls: different starting position and initial movement each time

2. Two Players: started at neutral sides of the screen, opposite of each other

3. Button input for first player, Slide Pot input for second player; allowing flexibility of the

choice of input a player has

4. Balls and players will not be able to extend off the screen

5. The speed of players remain fixed the entire game, while the balls are able to speed up.

Difficulty:

1. We had to include physics to determine the way the ball will bounce after it collides with

something.

2. We had to include multiple timers to speed up the balls, allow for faster input sampling

separate of LCD graphics, and be able to play a sound that is independent of the other

processes.

We are going to be using the buttons and the slide pot as input to move the players.

We will have a sound play every time the ball collides with a player.

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POTATO DOOM Steven Zhu and Rahul Butani

OVERVIEW If it has a screen, it can run doom. Running

Doom on every device possible has been a

running joke for years, therefore we decided to

expand the array of devices that run Doom.

Due to time and hardware restraints, a full

recreation would not be possible, hence the

reason we appropriately named it Potato Doom.

However, we aim to recreate as much

functionality of the original Doom as possible within the time and hardware limits.

BASIC RULES 1. Player has a limited amount of health. Game is over when player health reaches zero.

2. Enemy will only target player when player within view.

3. Enemy can be damaged by shooting them.

4. The goal is to reach the end of the level alive.

BASIC FEATURES 1. First person 3D engine with basic physics and collision

2. Ability to read Doom data files

3. Background music and sound effect

ADVANCED FEATURES 1. Texture mapping

2. Moving components (door, elevator, etc)

3. Different light level

DIFFICULTY a. Writing graphics library for different display

b. Rendering 3D graphics

c. Achieving an acceptable framerate

HARDWARE 1. Screen

2. Joystick to control movement

3. Buttons to shoot

4. PCB to connect all components

Proof of concept: rendering using data extracted

from Doom file

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Bullet Survival

Overview An enemy is firing projectiles at the player that the

player will have to avoid in order to survive for as

long as they can.

Basic Rules ● Don’t get hit.

● Points are scored for time survived.

Features ● Ship moves around using a joystick.

● One button will pause the game.

● One button will create a temporary shield.

● Projectiles will be fired from the top of the screen.

● Projectiles will be fired in patterns.

● Harder patterns as time progresses.

● Points and lives remaining will be displayed on screen.

● Points are incremented with time survived.

Difficulty ● Managing high amounts of moving objects.

● Making sure player movement is optimally functioning.

● Implementing collision.

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Shark Uprising

Overview An bullied baby goldfish is tired of being pushed around and wants to be big. In order to get bigger he must eat lots of protein. As he starts eating things around the ocean he gets bigger, he is able to eat different types of fish/algae around him, but must be careful as if he stumbles upon bigger fish than him he will receive a one-way trip to fishy heaven. Time to get your swole on.

Basic Rules 1. If the fish eats a fish smaller than himself points are rewarded based on the size of the fishes/food eaten. The fish can grow up to 4 times bigger. Many different things to eat. 2. A button can activate frenzy mode for x amount of time after they get x amount of score. The frenzy mode is when the fish takes his pre-workout and is able to eat anything. You don’t have to immediately use your frenzies, you can save up to 3 Frenzy. 3. A joystick controls the protein hungry fish. He can move anywhere. 4. As time progresses, he will have the chance to eat bigger fishes, along with tougher obstacles. 6. In the next series we will see how the fish who turned into shark gets his revenge.

Features 1. End Game - If the fish eats a bomb it immediately kills him. 2. Power Down - If he tries to eat a bigger fish he will become smaller. 3. Appropriate sound for the things he eat(based on their crunchiness) and when he powers up and a constant background music at all time (maybe). 4. ISR for music and frenzy timing and overall game timing and for obstacles generation

Difficulty 1. Obstacle Generation 2. Collision Detection 3. Rotation of sprites 4. Control of speed/frame rate

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SNAKE

Alan Penichet-Paul & Simon Xie – EE319K

OVERVIEW You control a snake which is enclosed by borders. Your goal is to eat as much “food” as possible

without eating part of yourself, or hitting the border.

BASIC RULES 1. If you run into the border, you start over.

2. Food is spawned at random locations, and your goal is to eat as many as possible.

3. Every time you eat food, the snake grows by varying lengths

4. You cannot run into another part of the snake. If you do, you start over.

FEATURES 1. Snake moves faster as you eat a certain amount of food

2. Different color foods grow the snake by more pieces

3. Snake continuously moves in last direction chosen

4. Slide pot used for menus to select color scheme

5. Sounds for dying, eating food, difficulty increase, etc.

6. Score is continuously displayed on screen

DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following

items.

a. Must store a variable amount of coordinates where the snake has been

b. Snake moves at varying speeds, will need to implement different timers

c. Edge triggered interrupts for 4 directions

d. Introduce harder obstacles as game progresses

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Kevin Lee, kl27694

Kevin Sheu, ks43639

Space Tron

Overview

There are two modes to the game: Full and

Simple.

In the Simple game, two players

control a bike that leaves a trail behind it. The

players try to avoid crossing the lines produced

by the bikes. Whoever crosses the line first

loses.

In the Full game, two people compete against one another to score the most hit points against

each other. Game ends when the time runs out. Each player has:

• Fixed axis Ship for attacking

• Free moving bike for obtaining power ups

Sound

• In game background music

• Sound signaling start and end of a game

• Sound in between screen transitions

Basic Rules (Full game)

1. Each ship is able to fire at the enemy.

2. If enemy is hit, player gets increase in score.

3. Player also controls a separate bike for obtaining power ups.

4. If enemy bike hits trail of a bike, enemy bike position is reset and points are lost.

Features (Full game)

1. Multiple power ups: score increase, increased speed of bike, increase fire rate, etc.

2. Bullet speed increases as time increases.

3. Two slide pots for controlling player ships (each player has one slide pot).

4. Two joysticks for controlling bike (each player has one joystick).

5. One button for firing and one button for using power ups (per player).

Difficulty

1. Depends on the skill of opposing player.

2. Simple version of the game requires less skills(less controls).

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SPEEDWAY SPRINT

OVERVIEW You woke up late for your morning Embedded Systems class! Unfortunately, you must run through the construction on Speedway to get to class on time. Use the slide pot to control which lane you’re in and avoid bikers and puddles along the way. As the game goes on, the speed that obstacles approach will increase. A distance counter at the top of the screen will keep track of how far you’ve run. Try and set a high score!

BASIC RULES 1. If you run into an obstacle, it’s game over. 2. Obstacles are generated randomly, one at a time, in one of three possible lanes. 3. You will only occupy one lane at a time, and will switch lanes instantaneously. 4. There are 3 lanes in which obstacles and the player may occupy.

FEATURES 1. Difficulty selection: Choose between hard or easy difficulty. Hard moves at a much faster

rate than easy. 2. High Score Counter: A counter will measure how far you have traveled. 3. Menu Selection: Players will be able to select difficulty before game starts, menu icons will

flash until chosen. 4. Restart button: One of the external buttons will allow you to restart your run on the same

difficulty. 5. Music: Fast paced music will enhance the player experience as they run down speedway. 6. Hardware: Two buttons will be used to select items in the menu, a slidepot will be used to

control which lane the player is in. The headphone jack will provide our sound output from a 4-bit DAC.

DIFFICULTY Depending on the variations you add to the game, this could be a hard game given the following items.

a. Implementing a menu with nice graphics. b. Speed of game may become too fast for screen to display.

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TAPTAP BUTTONS

Christopher Saenz, Caitlyn Forrester

EE319K

OVERVIEW Using a row of six buttons, you press the buttons to patterns of notes while fitting music plays in the

background.

It’s like DDR, but with six buttons instead of a dance pad.

Basic Rules

1. Notes will fall down in predetermined patterns. When a note gets to a certain position,

marked by a line of the same height as the note, the player must press the corresponding

button to gain points. The note is then erased. Allow some leniency for early or late presses.

Perfect presses will earn more points.

2. Points are lost if a button is pressed when its note is not at the right positon, or if a note

passes through the bottom of the screen (its button was not pressed in time or at all when

the note was in the marked area)

3. At the end of the song, a percentage rating is awarded based on the performance of the

player.

FEATURES 1. Notes – The basic form of point gain/loss. Will fall down in patterns to the music along six

columns, one for each button.

2. Menus – For song and mode selection. Use slide potentiometer to navigate menu and

buttons to select option.

a. Main menu will allow for selection of main mode, tutorial sequence, or credits. Game

logo appears on main menu.

b. Song selection menu, a grid with a space for each song.

3. Songs – Various songs will have different tempos, lengths, and patterns. Allow for song

selection. Use slide potentiometer to change volume of music.

4. Score Display -

DIFFICULTY a. Different songs, each with their own tempo, length, and pattern. Must be able to set play

speed and note pattern to be used based on song.

b. Songs might have hundreds of notes in their pattern. Must be able to match notes with

tempo of music.

c. Must watch out for interrupts affecting game speed.

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d. Must acknowledge for length of a regular button press so as to not unfairly dock points.

REQUIRED HARDWARE/SOFTWARE a. ADC/Slide Potentiometer – Used for menu navigation.

b. Sprites – Used for menu buttons, notes, background, etc.

c. Buttons – Hardware consists of six identical momentary-press buttons in a row.

d. Interrupts – Implemented for note checks, menu processes, and sound playing.

e. DAC Circuit – Used for sound.

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Lab 10 Proposal: Tower Lab 10 Proposal: Tower Lab 10 Proposal: Tower Lab 10 Proposal: Tower PowerPowerPowerPower

Quincy King and Brandon Pham (NEW PARTNERS)

Overview

1. The monsters will follow a set path to reach the tower/castle

2. You lose health for every monster that makes it to the tower/castle and when you reach 0

health, you lose

3. You buy towers and obstacles that kill/slow the monsters, preventing them from reaching

your tower/castle

4. After all the minions of the level are killed, we go into a time-limited preparation phase

before transitioning to the next level

5. You win by beating all the levels

Features

1. Different towers: Each type of tower will have different abilities and attacks for different

strategies and scenarios

2. Consumable obstacles: These are 1-time-use abilities that can be purchased to help you

still the monster onslaught

3. Tower upgrades: On top of different tower, you can upgrade a tower, giving it more

damage, extra range, and/or different abilities

4. Different monsters: There will be different types of monsters with different abilities,

speed, and health. For example: Flying units that do not follow the path

5. Speed Up/Down: There will be switch that will allow you to speed up the game, so the

easy levels can go faster and the harder levels can go slower

6. Varying Difficulty: There will be an easy, medium, and hard mode, allowing the game to

be as difficult as you want it to be

Difficulty

• Based on how many consumable and towers we might add, we could run into problems

with memory

• Sprites in non-rectangle shapes (unless the monsters are going to be rectangular)

• If we have the towers shoot projectiles, it can be quite CPU intensive

Hardware

• Joystick (2 potentiometers and 1 button), 2-4 extra buttons, DAC, LEDs, 2 LCD’s, 2

Launch Pads, a switch

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Luis Quintanilla laq233

Snigdha Sinha ss73959

UNDERTALE

OVERVIEW Using a set of buttons, the player will

control a heart to avoid projectiles

based on the enemy. I did not make

this game up, but am trying to do the best implementation of it I can with the limitations of the

microcontroller.

BASIC RULES 1. If the player is hit by a projectile, their hp will decrease

2. If their hp is zero, game over

3. There is a border that the player must stay within (no penalty given for touching the

border)

4. After dodging enough times or choosing to fight and depleting the enemy’s hp, the player

will move on.

FEATURES 1. There will be different modes the player will be in based on the enemy the player faces,

indicated by the heart changing color.

2. If the heart is red, this is the normal state and the heart will move based on the arrow keys

pressed.

3. If the heart is blue, this

activates gravity and will

make it so the player can

jump up and move side to

side

4. If the heart is yellow, then

this activates shield mode,

where the player selects

which direction to set up a

shield to block oncoming

projectiles with the arrow

keys.

The game doesn’t have any extra difficulty. It is mainly story based and meant to be tribute of the

actual game Undertale. I will add dialogue between the dodging events and the player will get an

ending based on their actions.

Page 42: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

Wild West Duel

Texas Athanas and Punit Patel – EE319K Spring 2017

Overview

1 v 1 duel between two cowboys. Move your character up and down on screen and shoot to lower the

health of the opponent. Whoever’s health reaches 0 first, loses.

Basic Rules

1. Two Players, player with highest health wins round

2. Play best two out of three rounds to win the game.

3. Unlimited Ammo

4. Press button to shoot

5. Move accordingly to dodge bullets and attain power-ups

6. If player gets hit, .5 second respawn time in random position

Possible Features

1. Multiple types of ammo

2. LED flashes when one gets hit

3. Add sounds for shooting, getting hit, and

4. 30 second rounds

5. Power ups and power downs that effect health status

Difficulties

1. Hit detection

2. Speed of pulling trigger over time

3. Giving winning player a power up advantage in following round

4. Live health status feed

Hardware

1. 2 buttons

2. 2 Slide Pots

3. 2 LEDs

4. 1 LCD

5. 1 MC

6. 1 ADC

7. 1 DAC

Page 43: 8 BALL POOL - users.ece.utexas.eduusers.ece.utexas.edu/~valvano/Volume1/Spring2017Proposals.pdf · Agar.io Survival of the thickest. Summary Agar.io is a game in which the players

Legend of Zelda

yh7362, tbk326

OVERVIEW

If a player kills or clears all of the monsters in different frames

(backgrounds), then the player wins

BASIC RULES

1. Use the sword to defeat the monsters

2. If a player has touched by a monster, the player dies

3. Each frames are getting harder to defeat enemies

FEATURES

1. Use of a joystick

2. Movements of the main character in 4 directions, up, down, right, and

down.

3. Movements of the enemies are in 2 directions in left and right

4. Enemy boss character in final frame (last stage)

DIFFICULTY

• 2 ADC Channels

• Accurate Collision physics

• Dynamic enemy behavior

• Use of joystick in 4 directions

• A button for shooting

• A speaker to hear sound