Piko-Trap

(Story under articulation process, come back soon for full story!)

Historical Context

Feeling invigorated after a top-three finish at my community college's annual hackathon, I was driven to expand upon the vision our team had for the game we developed – a game that, intriguingly, never had any gameplay developed for it.

Technologies

C++, SFML

Challenges

  • Initial Setup Issues: Struggles included errors in setting up the project template, mainly due to the removal and replacement of outdated or unnecessary files.
  • Dependency and Integration Challenges: Difficulties in integrating new game engine files led to 'dependency hell' and complex linker errors.
  • EventBus Implementation Troubles: Implementing and debugging the EventBus system was complex, with dependency and event handling issues.
  • Physics and Collision Logic: The design and implementation of the PhysicsHandler for collision events were unexpectedly challenging, compounded by dependency issues.
  • Tile Rendering and Level Design: Problems in tile rendering led to challenges in level design.
  • Resource Management Complexity: Implementing a resource manager required complex design decisions, especially around resource loading/unloading and dependency management.
  • Template and Constructor Dilemmas: Encountered technical challenges with template errors and constructor behaviors, impacting overall design and system functionality.

Achievements

Through this project, I synthesized lessons learned from past experiences to create a more scalable and promising game framework. This experience left me contemplating more profound and abstract architectural questions, setting the stage for future projects with broader scope and more comprehensive gameplay elements.

The Story

I wrote a development journal which tells alot of the story.