1. Overview

Fury In Love 3 is the last project of Game Physics subject that in it we have tried to show some concepts of simple game physics such as collision detection, bouncing, gravity, projectile, friction and etc. This is not just a simple physics simulator Fury In Love 3 is a game containing main properties of game such as graphics, sound and gameplay.

The genre of Fury In Love 3 is platform puzzle game and created in XNA using C# language.

Story

In the last version, Fury In Love 2, Fury (the hero), reached the castle by using a seesaw and a cannon to jump over the castle balcony. Now he must go through castle rooms as a different level to reach his love. In his way, he must get the key to open the door to go to the next level.

2. User Manual

User can use a gamepad (Xbox controller) or keyboard to play this game. In the game we provide some menus such as Main Menu, Pause Menu, Controls and Credits.

Main Menu

In Main Menu, player can start New Game and access to Controls guide menu, Credits and Exit the game.



Controls

Player can play with gamepad or keyboard to navigate the menus and play the game. Game controls guide is provided in Controls menu.



3. Design

All graphics and design have been done by us except the idea of hero that comes from very old game which named "Fry of the Furies".

All design and graphics have been done using Adobe Flash and Adobe Photoshop.

Intro

We create intro movie with Adobe flash and then export it as AVI file. XNA supports WMV file. So we convert the movie in WMV v9 to import in our game.

Level Editor

This level editor is not part of our assignment. For collision detection, we have used lines. For faster develop we needed some kind of level editor to edit collision lines. So we created a very simple level editor in XNA.

In this editor we can add and delete lines and save the coordinate of the lines in a text file. Then we can use this coordinates in our game for collision detection.


Level 03 - in Level Editor view

Level Design

In this part we sketched a draft on paper then draw it in Photoshop. For make it easier, we have used vector shape in Photoshop to draw and edit faster.

Here is a sample of sketch and drawing in Photoshop:


Level 1 - Sketch

Level 1 - in Digital

4. Algorithms

Main physics part of this game is based on collision detection and response to collision. We spent a lot of time to implement a good and efficient collision detection and response to it. For collision detection we have used a simple way to calculate the distance between a point and a line. If this distance is less than specific value then we can found out that a collision is occurred. Our objects (barrels) are circle. We have specified the edges of the walls by lines then in each frame the distance between center of circles and the lines are calculated. If this distance is less than diameter of the circles then a collision is occurred. After detecting a collision we should have a mechanism to response to the collision. In this part we have used reflection formula.

5. Programming part

This game has been implemented using C# in XNA. We have used object oriented method as much as we can to make it more efficient. For example we have a base class called LevelBase which each level of this game is inherited from it. This class has main properties and methods which are needed in all levels of the game.

6. Video:

This is the captured video of the Fury In Love 3 game below:


7. Screenshots


Intro

Main Menu

Level 1

Level 2

Level 3

Level 4

Ending Level

The End

Credits

© 2013 Davood rasti & Alireza Rasti. All Rights Reserved.
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