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Game Programming: Building a Zelda-Style Game Engine with Entity Component Systems - Lecture 16

Dave Churchill via YouTube

Overview

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Learn how to implement a Zelda-style game in this university lecture covering Assignment 4 of COMP4300 Game Programming. Explore detailed instructions for creating game elements including player controls, NPC behavior, combat mechanics, room transitions, and asset management using an Entity Component System (ECS) architecture. Master essential game development concepts like UI implementation, physics functions, AI specifications, and sound integration using C++ and SFML graphics library. Follow along with comprehensive demonstrations and practical tips for building game features such as entity selection, attacking mechanics, and level file structures. Gain valuable insights into game engine architecture modifications and receive guidance on the recommended order of implementation to successfully complete the assignment.

Syllabus

- Intro + Schedule
- Assignment Demo
- Selected Entity UI
- README.txt
- Assets
- Player
- Other Entities
- Attacking
- NPC Entities
- Tiles
- Drawing
- Rooms
- Misc Controls
- Asset File
- Level File
- NPC / AI Specification
- Makefile Change
- Code / Files
- Mouse Action / GameEngine Changes
- Assets Class / Sounds
- Components
- Physics Functions
- Scene_Zelda Functions
- Hints / Completion Order

Taught by

Dave Churchill

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