Big Trouble In Microsoft XP Land


This application was created for the final assignment of Advanced Games Programming using C++ and DirectX 11. We were given the code drop for a game called "Big Trouble In Little Toy Land" with the task of modifying the engine by changing assets, creating new shader effects and implementing a character saving/loading system. 

The game provided is a turns-based strategy game played on an isometric grid. There are two teams, one being AI, with each having characters picked from various classes. These classes determine actions, movements and stats. The objective is to light the four beacons found around the map before the AI team do. Turn Points (TP) are required to move.

A way of creating a saving and loading system via TinyXML was provided (for us to integrate ourselves) however, I decided to use a simple txt file and created a "memory card" system that loads/writes from the txt file.


This will be used in other projects now as the parser can be easily modified to read in information however it is presented in the txt file.

At the start of the game, players can either select teams saved to the txt file or create a new team. The team name and character names are randomly generated and once the enemy team has been chosen the team created is automatically saved to the memory card.

Several different shader effects were also created including water effects, inverse and a "cel" shading effect (although, the textures don't really lend themselves to cel shading).




Levels are saved in the CSV format, allowing new levels to be created easily in excel. Once the water effect was added, players could then pass over the water blocks (at a cost of extra turn points) whereas enemies will avoid them apart from the Rocky class which will calculate paths that include water blocks.