binary name:
bomberman
language:c++
compilation:cmake 3.17
The aim of the Indie Studio is to implement a cross-platform 3D video game with real-world tools.
You can download the game from the release page.
Use CMake:
- Linux / MacOS:
mkdir build && cp -r Assets build && cd build
cmake .. -G "Unix Makefiles"
cmake --build .
./bomberman
- Windows:
mkdir build && copy Assets build && cd build
cmake .. -G "Visual Studio 17"
cmake --build .
bomberman.exe
We used raylib
to implement the game. It is a very simple C library for 2D/3D graphics.
Instead of using a .gltf
file, the library uses .obj
files to load 3D assets.
We encapsulated raylib
because to make our code more readable and maintainable.
The game we implemented is a Bomberman-like game.
Bomberman is one of the most famous video games of all time.
With over 70 franchises, ranging from the first version on MSX, ZX Spectrum and Sharp MZ-700 in 1983 to the latest versions on modern consoles, over 10 million units have been sold.
Our gameplay reference is Neo Bomberman, released on the Neo Geo and MVS systems in 1997.
Here’s the features we implemented:
- Local multiplayer with the possibility to play with a friend + AI’s controlled bots.
- A main game menu (to start a new game or load an existing one).
- 3D graphics but a 2D gameplay.
- Procedurally generated maps (random obstacles, random bonus...).
- Save/Load a game (game auto save on quit)
- Animation and sounds to give life to the game (especially during various interactions)
- Bomb explosion, player walking, background music, ...
- Power-ups
- Bomb Up (increase the number of bombs)
- Speed Up (increase the player speed)
- Fire Up (increase the range of the bomb)
- Wall Pass (10 seconds)
- Win/Tie game over screen
We achieved to code a fully finished game within our 5 weeks time frame. This means that the efforts you make to polish your game will count as much as the technical aspect.
You can see our documentation in the Documentation folder. Use vscode to open a better view, on a live server.