Run of the Mine - cs428TAs/w2025 GitHub Wiki
Play Now
You could read about Run of the Mine, but why not play instead? Try it now!
Run of the Mine asks the question: What if Minesweeper… was awesome?!? The result? A rogue-like spelunking adventure! Players must rapidly mine through grid-based caves, collect treasures, and avoid deadly hazards all while racing the clock.
- Mine tiles for treasure and use minesweeper logic to avoid an early demise.
- Each floor has a strict timer that triggers a collapse. Find the exit before it’s too late—or risk it all for more loot.
- Boons & Upgrades: Find shops to sell treasures and purchase boons
Summary of Features
- Procedural Cave Generation
- Goal: Create an infinitely repayable experience.
- Technical Challenge: Data structures & algorithms for varied levels (size, loot distribution, hazard placement).
- Core Character Control
- Mining: The primary way to interact with everything!
- Movement & Controls: Smooth, responsive, quick movement (Think Overcooked!)
- Camera: Top down fixed-angle camera perspective (Think 2D/2.5D Zelda!)
- Core Loop
- Navigation: Mine for resources and avoid death with simple but explicit information
- Timer & Collapse: If players don’t move fast enough, the level collapses.
- Resource Management: Limited inventory space and different resource values force strategic decisions (what to keep vs. sell).
- Boons
- Inter-floor Shop: Randomly placed shops let players sell resources and buy “boons” (e.g., bigger mining radius, bombs with cooldowns).
- Scope of boons is very flexible! Lets have fun with it, and also not kill our selves!
- Art
- Minimalist Tile Graphics: Simple geometry, distinct color palettes.
- Basic Character: Let's avoid character animation. Perhaps a Paper Mario style player?
- Emphasis on Game Feel: Use screen shake, sound cues, and other programmer hacks to convey impact instead of complex animations.
Team Members
- Caleb Calderwood
- Rachel George
- Ash Hammond
- Ryan Jensen
- David Thompson
Status Reports
Project Deliverables
Notes and Design Documents
Team Roles
-
Project Manager: Ryan
- Manage logistical and organizational elements of project, ultimate responsibility for deliverables
-
Chief Architect: David
- Responsible for designing the interconnectivity of each piece of the software. Has the final say on technical decisions and helps maintain conceptual integrity
-
UX Designer: David
- Responsible for designing user flow and general layout for optimal user experience
-
UI: Rachel
- Responsible for designing and coding the visual elements
- ensuring it is user-friendly and aesthetically pleasing
-
Game Design: Caleb, Ryan
- Design a gameplay experience that is enjoyable, cohesive, and can be implemented by the team with the resources available
-
Software Dev: Rachel, David, Caleb, Ash, Ryan
- Write code for the project software in coordination with other team members
-
Quality Assurance: Ash
- Bugtest the game and other areas of code for any and all possible bugs.
- Set up unit tests for automated testing of the code.
- Make sure everything would be easy for the average user to understand.
-
Database Guru: Ash
- set up and maintain databases as needed for the project.
Github page for game: https://github.com/wifijoe/run-of-the-mine