
Bond is a 2D infiltration game in top-down view.
Here you have to kill all your enemies by shooting them without dying to win the game.
This game was made during my second year of game programming studies at IIM.
It's the result of three weeks' work by a team of three game programmer.
This time, we weren't using any game engine and we only used SFML and C++.
My Contribution
For this project, I worked mainly on the following game mechanics as well as the physics and collision system and the juiciness.

Collision and Physics
Made the game's collision and physics system.
The difficulty was that, starting from scratch, it's essentially based on maths.
This includes managing wall collisions so that nothing can pass through, and that if the player enters the wall, he runs along it.
The system also includes bullet detection, so that if the bullet hits a wall or an actor, it is destroyed and the actor recovers the information about having been hit.
Particle System
Did the basis of a particle system.
In order to be able to create different bursts, the system must be able to leave many options open, such as particle shape, color, number, lifetime, speed, direction and angle of dispersion.
This made it possible to add juiciness and create three particle presets for the game: blood when an actor is shot, bullet impact on walls, and sparks from the gun when a bullet is fired.


Player
Implemented some of the player's behaviors.
The player can move in eight directions, but he can't walk into walls.
Furthermore, when the player is hit by a bullet, he takes damage and dies if he has no life points left.
Victory and Defeat
Finally, the player can win or lose the game.
He wins if all enemies have been eliminated. This condition is checked every time an enemy dies.
If the player dies, he loses.
When the game is over, a menu appears over the entire screen, indicating the end of the game.
