Galactic Escape
3D action adventure game on XBOX 360
Role
Creator & Individual Developer (was available in the Xbox 360 Arcades Games Marketplace)
Tech
C#, XNA, DirectX, HLSL (Shaders), XBOX 360, PC
Timeline
2009
Tags
GAME, WINDOWS, XBOX360
The goal of the game is to make it from point A to point B without running out of fuel, health and time.
Wrote a Graphics Engine based on the XNA framework, and added the support of shaders.
Created a Shaders Engine that supports as many FX (Effect) files as needed
Among these shaders effects are: Phong Shading for lighting, Normal Mapping, Cel Shading, Shadow Mapping (soon), maybe more to come…
Developed a Physics Engine that supports external/internal forces, linear/angular motions, collision momentum…
Wrote a Collision Engine that performs a precise collision check, returns the intersection points on the body along with the normals then readjusts the object accordingly.
Developed a 3D Particle System engine using Point Sprites and .fx file for rendering. The engine supports collision of particles with any object in the world.
Wrote the HUD system for the game, along with the Sound Engine.
Developed a Load and Save Manager that loads/saves the player’s high score. It also saves the game settings.
Implemented a Content Pipeline Importer and Writer for my custom collision data files.
Read input from the XBOX 360 controller and Keyboard
Did the 3D models and all the art assets by myself using 3ds Max.
Debugged several components (physics engine, collision…) using Visual Studio’s debugger for the PC version and debugged the XBOX 360 version while having the console attached to VS through XNA Connect.
The game runs on a High Definition TV with a resolution of 1920×1080 (1080p).
It contains 10 unique levels with many different enemies, items and environmental effects!