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

  1. Procedural Cave Generation
    • Goal: Create an infinitely repayable experience.
    • Technical Challenge: Data structures & algorithms for varied levels (size, loot distribution, hazard placement).
  2. 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!)
  3. 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).
  4. 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!
  5. 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

Status Report 2/8

Status report 2/15

Status Report 2/22

Status Report 3/1

Status Report 3/8

Status Report 3/15

Status Report 3/22

Status Report 3/29

Status Report 4/5

Status Report 4/12

Project Deliverables

Requirements Document

Pert Chart

Gantt Chart

Architecture doc

Test Plan doc

Notes and Design Documents

Design Discussion Document

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

Org Chart

image