Inspiration

We wanted to create a puzzle-solving game that challenged the player to be as accurate and fast as possible. This idea somehow just came to us and we managed to bring it to life.

What it does

We created a processing sketch that runs the game that we created.

How we built it

We used a 2-D array to make a grid of an object called the node. The node class contained most of the logic for the game. We then created a separate processing sketch to make the level designer which contained a grid, allowing us to click a square to change its properties. Once we finished the level the program printed a function to the console, which we pasted into the main file and added to a switch statement.

Challenges we ran into

The level designing process was one of the most difficult challenges. We also had trouble with the collisions since we decided to make our own collision detection.

Accomplishments that we're proud of

We are proud of the amount of content that we were able to get into the game in the time allotted. The level designer that we created gave us endless opportunities to challenge the player.

What we learned

We learned that level design is one of the most difficult tasks when creating a game. When you have a blank canvas and unlimited possibilities it is difficult to even start making a level.

What's next for Rebound

We would like to add more traps that the player can fall into.

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