Borbie's Big Adventure:

Let's Hit The Town!

Borbie's Big Adventure: Let's Hit the Town is a 3D game created for a Computer Games and Simulation class, by the joint effort of four group members over a span of approximately two months. The project was inspired by a movie poster for Attack of the 50-Foot Woman, where a giant 50-foot woman attacks a town. The concept was adapted to parody 1980s toys and cartoons.

This was our concept cover art for Borbie's Big Adventure:

Click on an image to enlarge.

In Borbie's Big Adventure, the player takes on the role of Borbie, a giant, 50-foot tall woman who finds herself in the middle of a city, and whose only goal is to destroy as much as she possibly can. Throw cars, punch anything in your way, and watch as the city burns under your wrath. The game is played from a first-person perspective - you ARE Borbie!

As Borbie causes more destruction, the local military base will dispatch an increasing amount of soldiers to deal with the situation. Avoid the enemies, or destroy them if they get in your way! Throw cars at them, punch them, or simply walk over them.

Borbie's Big Adventure plays like an arcade game. There is no option to pause or save, and a game session is relatively quick. The more you destroy, the higher your score... but then more enemies will stand in your way. The goal is to get as high a score as you can.

Under The Hood

Borbie's Big Adventure uses the Irrlicht graphics engine for 3D rendering, and FMOD API for in-game sound. Irrlicht is completely open source, whereas FMOD is available for free for non-commercial purposes (or for commercial use for a license fee). It is a powerful library that provides 3D sound. The game is written in C++.

We built the game exclusively on Linux, but the libraries it uses are cross-platform, so the game can be compiled on Windows and OS X, too, with little effort.

We tried to code the game as neatly as possible, from adding a lot of useful comments to making good use of class inheritance. Our code provides the game with many useful features, including automatically spawning enemies and vehicles, memory management for destroyed objects, a path-finding (A-star) algorithm that lets enemies get to the player, a randomly generated city, and much more. The game features an interactive menu, and the ability to swap between a game state and the menu state on the fly.

We also created a simple 2D map editor using Java Swing. This helped us easily build maps as we needed. The map file included coordinates for building locations, vehicle and enemy spawn points, and road paths (an interconnected network of intersection points that vehicles and enemies used to traverse the map). This came in handy when debugging various features, such as spawning enemies and testing our A-star search implementation.

Debug mode was built into the game, and allowed us to fly around the city at a faster speed, letting us see and test the virtual world from all angles.


All four group members contributed something to this project, and we have all learned a great deal, not only about programming in C++, but also about game design and teamwork. We made good use of a version control system (Git), and agreed upon some coding standards that we abided by to keep the project well-organized.

We followed the scrum software engineering model to get our work done. With time management being one of our greatest challenges, we found that focusing on smaller pieces at a time to achieve our goal of a fully functional game was a great way to mitigate the overwhelming nature of a project of this magnitude over such a small span of time.

Borbie's Big Adventure was a really fun project to do, especially in the company of our group members, each of which has contributed a great deal to making the class worth while.

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