A Year 4 Capstone Project
A 2D top-down survival game built in C++20 with SFML 3.0, featuring procedural world generation, UDP multiplayer, a full crafting system, dynamic day/night cycle, and cave exploration.
BSc Computer Games Development
SETU Carlow · Year 4
Hi, my name is Kyle Donovan and I'm a final year Game Dev student from SETU Carlow. This website is a project showcase of my Year 4 Capstone project "Lands of Pixel". This project was worked on over the last 6 months and shows a lot of what I have learned in my time in this course.
Fractional Brownian Motion generates unique 2D terrain every run, from vast oceans to dense forests, mountains, caves and villages, all seeded and reproducible.
Real-time multiplayer over UDP with a dedicated AWS EC2 game server. Supports lobbies, host/client roles, world seed synchronisation and live enemy/NPC state sync.
A fully configurable time system shifts from dawn to dusk with dynamic overlay rendering. Enemies behave differently at night, and the ambient music adapts in real time.
Harvest resources, craft tools, weapons and building blocks. Place walls, floors, doors, fences and more to construct your own structures anywhere in the world.
Melee weapons, a bow with projectile physics, and an unarmed fist mode. Enemy knockback, damage flash, and a health system with loot drops on kill.
Full spritesheet animation system covering idle, walk and run, all packed into a single 8×20 linear spritesheet.
Core language with modern features, structured bindings, concepts, std::optional, constexpr arrays and range-based loops throughout.
Graphics, windowing, audio and network primitives. SFML 3's updated API is used throughout, sf::Sprite construction, sf::IntRect initialisation and event handling.
Dedicated game server hosted on EC2 with PowerShell automation scripts for restart, compile, log viewing and shutdown without manual SSH.
Custom UDP networking protocol with heartbeat packets, player state sync, enemy/NPC authority and a lobby system supporting up to 8 players.
World Overview
Night Time
Crafting Menu
Multiplayer Lobby
Cave Interior
Combat
Click any image to expand.
Lands Of P(ixel) is a Year 4 Computer Games Development capstone project.
Built entirely from scratch in C++20 using SFML 3.0,
it demonstrates a broad range of system programming concepts,
from procedural generation algorithms and UDP networking to multithreaded world loading and a full sprite animation pipeline.
The project was developed solo over the final year, with a focus on clean OOP architecture, real multiplayer functionality and a polished player experience complete with music, sound effects, dynamic lighting and a configurable world system.