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Contrary to the page name, prototype 1 does not refer here to the first gameplay prototype but to the level editor. We need to assign somebody to get cracking on the level editor as...
AnimationX is a special class for handling sprite animation. Instead of keeping counters and frame numbers all over the place for the purpose of animating a sprite image, you can use...
Art
header header James Garden, plains, fences first art...
The game board is different for each level in terms of its width, height, and terrain. We represent it by a 2D tile array. The grid, while not explicitly shown to the player, is fairly apparent...
Board::Run() is one of the two main procedures/functions in our game (the other is Draw()). Due to its importance let's organize and lay down its structure here so that we can debug /...
The final concept document: It's not so important to update this, but if you have questions about our original goals, be sure to check it against this "advertisement" for our game...
Please change this page according to your needs
We decided to have defenses that have a fire/cool down timer. They fire if: the fire timer is full (fireDelay) there is a bug in range/in its attack area Static defenses are set by the player...
Board::Draw() is the other one of the two main procedures/functions in our game void Board::Draw() const { if game is paused set shading to somewhat...
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Be sure to update the specs when you change major code structures functional spec diagram.vsd functional spec diagram.gif
Guardin' the Garden is a mix between strategic defending and puzzle-like defense combinations. The goal of the player is to defend his fenced garden area and grow it's size while being assaulted by...
Note: We're not posting our tasks on this site. To find out your task, you probably need to talk to Sean, our glorious brave noble fearless leader, bequeather of all tasks. Also, if you're looking...
If you are allowed to edit pages in this Site, simply click on edit button at the bottom of the page. This will open an editor with a toolbar pallette with options. To...
Welcome to the Wiki site for Guardin' the Garden, a game project for the game design course CIS300 Fall 2006 semester at Cornell University, Ithaca, NY. This project is currently under...
Please change this page according to your policy (configure first using Site Manager) and remove this note. Who can join? You can write...
Levels are loaded in as .lvl files, though their structure is that of XML Each level stores: Title: Name of the level along with a short description Size Initial cash Available defenses: whether...
Program Tasks: Garden management - Garden Creation - Garden Deletion Wall Management - Wall creation & orientation - Wall destruction -...
Here are a few VERY early Paint art concepts from the initial idea. James, feel free to put up your concepts, mock ups, shots, etc as you put out actual art assets....
Cursor Modes: Selection: Not much actually happens in this mode… but it's still in there nonetheless… Add Wall: While in this mode, the player may drag a new wall off of an existing...
Member Tasks Sheng investigate other class for music help, produce...
module "wiki/pagestagcloud/PagesListByTagModule"
Levels have yet to be determined and mapped
Pests are the invaders that appear on the screen in consecutive waves and try to destroy your structures. Wave types Designer defined (predefined) or random: Pests arrive in groups that are either...
Member Tasks Sean see task sheet...
Current progress: Date Progress 10.2.2006 Labs, func spec, concept doc, rough milestone doc completed. First Prototype in progress. For further updates, refer to the forum topic "Implemented...
The game has a single resource: cash. Cash is gained at rate of less than a second per gain by a calculation of how much garden area there is. Money is used to purchase defenses and walls. Money is...
Prototype screenshot: blue is defense, gray is fence, dark green is garden, light is plains, red/black is targets of defenses Pre-alpha screenshot: When Hamtaro's attack… Week before...
Main Welcome page General Gameplay Current progress Forum Start page New threads Recent posts Game mechanics Game Board Walls &...
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The art style mixes small but fairly detailed bug images. The hamtaros that we used before we had art were nice, but they took the game down to a cuteness level that we really weren't looking...
Levels have yet to be determined and mapped
Terrain influences where the pests can move to and where the player can build walls. Terrain types: Plains: Grassy area. Default tile and likely most abundant on the map. Dead grass is the...
Forum Start page Recent posts Tasks Contact...
Wall Building: A translucent wall is shown as the player drags out the wall. in building walls, the player must click on an existing post or pile (potential wall) and drag from there. In other...
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