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Auditorium-inspired game made using C++ and openFrameworks, an OpenGL wrapper.

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OpenTorium

Game inspired by Auditorium made using C++ and openFrameworks, an OpenGL wrapper.

The game is powered by a particle system fueled by a simple force-based physics engine. The goal of the game is to direcy rays of particles from emitters to containers using so-called force and color fields, revealing the level's complete melody.

A demo of a basic game level is presented below,

Coins GIF

Installation

The most important step is having openFrameworks installed on your system (see the guide for your specific platform).

Once you have done this and have the library in your PATH, you have to build the project using the provided Makefile. Assuming the usage of a shell, this would be equivalent to

cd OpenTorium && make -jX

where X would be the preferred number of cores to be used for compiling.

Getting Started

Once installed, the game can be started by executing

make RunRelease

Both the installation and this step can be easily adapted to your preferred IDE/shell.

Configuration

Levels can be created by modifying the level.xml file.

One can currently add Emitters, Color Fields, Force Fields and Targets to a level, with various customization options such as position, size, color/force, mobility. For more details, see the provided level.xml example file.

Plans for the Future

  1. Create a game menu and implement level sequencing capabilities.
  2. Implement in-house shader for better control over glow effect. From prior experience it might be tricky to implement this in the openFrameworks draw pipeline, so investigate.
  3. Implement new game functionalities (reflecting bar, repeller field, etc.)
  4. Design new levels.
  5. Find/create MIDI tracks for target songs.
  6. Improve and customize game appearance (maybe using shaders).
  7. Enhance general feel of the game (fade-in/out effects, sound effects, smoothenss).
  8. In-game level editor.

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Auditorium-inspired game made using C++ and openFrameworks, an OpenGL wrapper.

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