"Project FallingStar" is a space asteroid defence game and was the major second year University team project four other USW students and myself completed. The project was graded within a workshop module focused on building team interaction with developing the game and source control usage. I received a distinction for this module, which was graded in two parts; for my actual contribution to the team and game (60% of module grade) and for a quality assurance report on another team's game (40%).
Space station approach #1
Space station approach #2
Other team members
"Project FallingStar" is the codename of an future Earth project that mandates the defence of Earth and its assets in space from an epidemic of rouge asteroids. You control an automated probe capable of mining and destroying asteroids, and you are expected to explore the solar system to seek and destroy them.
The game is set in a few decades to possibly a century into the future, where humanity has successfully colonised the Moon and Mars, constructed great outposts and space stations across all major bodies of the solar system, and has a large fleet of non-faster than light ships.
The probe is your chief interaction tool and is where you will spend 99% of the game in. Whilst it is clearly resembling something we would consider a probe, it is sporting an advanced drive and weapons beyond what we currently have.
The original game idea was worked out by myself and selected after a group discussion. When we began the project, explaining my idea and helping the team get to grips with it occured naturally. I became the defacto team leader and I have since done my best to keep our progress flowing smoothly, coordinating our code branches and tasks, taking responsibility for any mishaps, and chairing any meetings we have.
Most of my tasks in the group have been towards physics implementation. My biggest developments are a quasi-realisitic gravity model implementation (based on Newton's Law of Gravitation) that the rest of the game is built on, and an atmospheric interaction simulation which attempts to mimic certain realisitc effects of an object entering the atmosphere of a planet (burning up on uncontrolled entry, effects of atmospheric drag, etc).
I designed a form of artificial intelligence for NPC ships. It operates by using a queue-like structure to enqueue, dequeue, and sort events (for which there are multiple types; travel to planet, follow player, stay still etc.) the ships are tasks with to make them appear to be undertaking small missions.
I have also taken up some 3D modelling to aid the development on important assets such as the player's probes and metallic scenery (mostly spacestations) to make the solar system more interesting.