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Spooky Quest

Area-based adventure game with overworld progression, enemy encounters, friend interactions, and multi-phase boss battles.

Context

Built as a phased game-development assignment where the base experience was expanded through more areas, more entity types, and richer state transitions.

Problem

The original version needed stronger progression and world interaction, so the project focused on turning a basic spooky quest into a more complete adventure loop.

Solution

The game adds new areas with world effects, pause and HUD systems, friend entities, boss battles with multiple phases, and progression rules that move the player forward after key encounters.

Key decisions

  • -Used inheritance to introduce Friend and Boss entities without rewriting the base entity model.
  • -Treated progression gates as part of the area system so boss fights mattered structurally.
  • -Added debug and pause support to speed up testing while building new content.

Key features

  • -Expanded area progression with overworld effects
  • -Pause state, HUD, and debug controls
  • -Friend entities with on-screen dialogue
  • -Boss encounters with multi-phase battles
  • -Enemy-path and respawn behavior extensions

Results

  • -Pushes the project beyond a simple class assignment into a fuller game loop.
  • -Demonstrates entity modeling and progression design in C++.
  • -Adds a narrative/gameplay flavored project with more system depth.

Stack

C++Game DevelopmentOOPState Pattern

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