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Cursed Crown

1. Project Description

Cursed Crown is a top-down dungeon-crawler designed for entertainment purposes. Players traverse rooms filled with enemies to gain items, increase their strength, and eventually fight the boss. Every run is randomized via a unique seed system, though a save system allows players to quit and continue their progress at any time.


2. Key Features

  • Dynamic Combat: Includes 8-directional movement and 4-directional attacks.
  • Advanced Mechanics: Features a parry system and a dash mechanic for fluid room navigation.
  • Enemy Variety:
    • Melee: Damages the player through physical collision.
    • Ranged: Throws projectiles at the player.
    • Boss: Fires projectiles and spawns melee/ranged enemies.
  • A Pathfinding:* Integrated into specific projectiles to track the player and force defensive parrying.
  • Economy & Progression: A shop exists in every run for buying items or upgrading and merging weapons using currency.

3. Technical Architecture

The game is built with an object-oriented structure:

  • Entity: Abstract base class for coordinates and collision areas.
  • GameCharacter: Abstract class managing health, movement, and drawing.
  • DynamicOverlay: Manages the map grid, room transitions, and game state updates.

4. User Manual & Controls

Controls

  • Movement: 8-directional input.
  • Attack: 4-directional input.
  • Interact (Shop): Use the 'E' button while standing on a yellow square (items) or blue square (upgrades/merging).
  • Pause: Press Escape to open the pause menu.

Menu Options

  • Continue: Resumes the game from the saved state.
  • New Game: Opens a menu to select difficulty, character class, and seed.
  • Options: Displays controls and brightness settings.
  • Save & Quit: Saves current progress and returns to the main menu.

5. Development Team

  • Artun Tuna Taç: Room/map generation, rendering, and shop stations.
  • Mehmet Halim Uslu: Character rendering, Player class, and Game Engine.
  • Doruk Candansayar: Boss design, Enemy AI, weapon animations, and collision handling.
  • Ahmet Ege Çiğdem: Items, inventory, sounds, and merge handling.
  • Kerem Uçar: Navigation menus, Save system, Game Engine, and Main Method.

6. Course Information

  • Course: CS102 - Spring 2025/2026
  • Instructor: Uğur Güdükbay
  • Assistant: Osama Awad
  • Section: 3
  • Report Date: 12 April 2026

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