Do you want to know more? EGGS is a 2.5D game engine developed using XNA, which includes the editor FRIED BACON and the game Oblivious Rampaging Zombies And Monkeys, or ORZAM.

During the fall semester of 2008, five students from the Game and Engine Development course at Aalborg Univesity set out to learn something about programming games and game engines. The game and the accompanying engine you see before you is the result of this quest. A few worthwhile facts on this game are:


Oblivious Rampaging Zombies And Monkeys

Starting up the game with two players

Into the fray - level 1 begins!

You killed how many zombies?!

Our hero being chased behind a generator!

Slaughtering a few zombie polar bears

In game, rollin' past some tesla coils

Being nommed on by a big, brown zombie bear

Be ware toilets! Slippery floops and zombies!

Zombie polar bears locked in cubicle hell


In BACONS, editing the cubicle hell tile

Final touches on the turbine generator asset

All the nodes in the turbine generator room


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Gameplay video (12.5MB)

A gameplay video showing some of the ORZAM gameplay. Now featuring sound!

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Gameplay video number 2 (14MB)

A gameplay video showing some of the ORZAM gameplay. Now featuring Arnie!

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Old gameplay video (13MB)

A gameplay video showing some of the ORZAM gameplay. This one has no sound, unfortunately.

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ORZAM Game (27.1MB)

This is the package containing the game engine and game which was developed through so far four months of hard work. That is, the game itself.

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The editor for EGGS, cleverly named BACON (meaning Bad Ass Creator Of Nodes). Requirements are the same as for the game itself.

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ORZAM Source (30.5MB)

The source code for everything ORZAM, including the content. Note the license for the game and content are not the same. The code is under the GPL v3, and the content is Creative Commons Attribution-Noncommercial-Share Alike 2.5 Denmark License.

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Project Report (29MB)

Documentation on the development of the ORZAM engine, and some thoughts on the game concept. Including discussions on deferred rendering, procedurally generating textures and tile-based levels and using XNA with Windows.Forms, as well as a description of the process of creating a game using the engine, using Of Rampaging Zombies And Monkeys as the example.


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The non-evil music label, who gracefully provided us with music for the game. And for anyone else, at USD8 per full album of FLAC-encoded music (or ogg-vorbis or even mp3), this is really not a bad bargain. Oh yeah, and 50% of that music goes directly to the artist. Also note that when Magnatune say Preview, they actually mean 128mbps mp3 or ogg files with a little bit at the end where you are told what the artist, track title and album name is.

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Listen to MRDC - Timecode

The album from which our menu music, the title piece from the album, Timecode, came from.

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Listen to Seismic Anamoly - Ramifications

The music playing when you die in the game, a tune named Always on My Mind, is from this album.