Computer Science and Engineering

Senior Design

Senior Design 179N Spring 2014 sampler

Arena Snapshot

The Arena

by Victor Barrera, Josh Collins, Hao Nguyen, and Brandon Tan

The Arena is an action survival game.  The player starts in a home level and must enter 5 separate levels and fight off an incoming wave before fighting the boss.  The player repeats this process as the enemies get significantly more difficult.  Various equations are used to determine how enemy stats increase as the levels progress based on the difficulty of the game.  We had 6 unique enemies and 3 bosses that each had their own state system to determine their AI.  All of the enemies and the player are animated using Unity's Mecanim animation technology.  Unity's physics system allowed us to easily handle pathfinding and collision handling to create this fully playable game in 10 weeks. View the trailer 

Nexis Snapshot


by Brandon Huynh, Darrin Lin, Daniel Pasillas

Nexis is a turn-based strategy game. Each unit is assigned a class, and each class has different attributes and abilities. Units gain experience in battle and level up, and can upgrade their stats after battle. It uses a level building tool that reads in level files and allows for custom level designs. On the battleground, there are environmental objects that units can use as cover. Thus, we have a shoot and cover style of gameplay. It also uses A* pathfinding on hexagonal tiles to allow for more strategic positioning of units. In order to win, the player must outsmart the AI while using the core gameplay elements. View the trailer 

Combat Cells Snapshot

Combat Cells

by Bernie Ramirez, Kevin Suh, Eric Walker, and Tyler Wilson 

Combat Cells is a tower defense game that takes place within the human body. Your goal is to clear certain organs from bacterial enemies. You can place and upgrade towers to prevent the advancement of the bacteria. Three of the main components to our game are the enemy path finding AI, Tower AI, and our in­-game menu system. Enemy pathfinding was implemented by using navigation meshes and a custom waypoint system.  Tower AI was implemented by using rotations of meshes, projectile animations, particle systems, and range detection.  Lastly, our in­game menu system consisted of controlling any mouse click done when playing. These choices consisted of pausing, fast forward, general menu, placing towers, upgrading towers, selling towers, and hovering over a tower. 

Orc Wars Snapshot

Orc Wars

by Nick Barrett, Keshav Dasu, Andrew Nguyen and Cody Troyer

Win the Orc Wars!  Real-time strategy game where various objectives are presented before each level begins as well as during the level and several coded conditions automatically specify exactly when to check that objective off the list as completed.  The enemy troops are managed by a basic Artificial Intelligence (AI) system.  This AI for our game is a state machine. The states are attacking the player’s castle/ troops/goldmine, defending its own castle, and having no current assignment. At the beginning of the game loop, the game finds all active enemy troops and assigns one state randomly. The enemy troop maintains that assignment until it completes it or dies.  Your job is to outsmart the enemy through strategy and resource management.  View the trailer 

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