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DigDug GIF
DigDug screenshot
DigDug screenshot
DigDug screenshot
DigDug screenshot

2D Game Engine + DigDug

As part of my Game Development program at Howest - Digital Arts and Entertainment, I spent one semester building a component-driven 2D engine and then implemented a DigDug clone on top of it. The goal of this assignment was to teach us some of the key gameplay programming patterns, how/when to apply them and how they interact with one another.

Features

  • Component-driven architecture
  • Event system
  • Scenegraph functionality (parent and children objects)
  • Level loading & high score saving using binary files
  • Applied multiple other patterns, such as: State, service locator, command, dirty flag, etc.
  • Core mechanics and gameplay loop of DigDug, including singleplayer and co-op game-modes
  • Technologies Used

    Visual Studio as IDE with C++20
    Github for version control