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WhereTheEhoesRingPoster.png
Where the Echoes Ring
Heavily inspired by the game Dark Echoes.
Where the Echoes ring is a top-down horror game that forces the player to rely on sound and the waves they produce to escape the Dark Place. 
Find all the keys and the door to escape the evil that lurks in the shadows.
Key Features:
  • Data-Driven Maps with XML
  • Raycasts
  • Robust UI System
Data-Driven Maps
The creation of maps is done by loading in a PNG image.
Each image contains the tile type, entity location, and sound source.
Utilizing the alpha values of each pixel, map creators are able to fit in more data to be used in levels and place things where they want.
Maps.xml
Tiles.xml
VariedMap.png
Example Map in Photoshop
WhereTheEchoesRing11.png
Gameplay of Map
Raycasts
The game relies heavily on raycasts that use the step-and-sample method.
Using this method is inefficient and it was important to keep in mind performance, especially when account for the number of rays being used.
The solution that was found and used was to use the alpha of the ray as a timer, and, when the alpha was 0 (zero), discard it.
Raycast.hpp
Raycast.cpp
Robust UI System
The UI system that was implemented in the Anamolic Engine was created in response to needing menus for this game. You can click the link below to go to the Anamolic Engine page. Below is the code used to create each of the widgets and their contents in one function.
Widget Creation Code
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