This game was created for my first your Computer and Graphics Architectures module with the intent of displaying an understanding of the GBA architecture as well as a certain level of proficiency in programming in C++ which was not always a given at this point in the course.
As I started programming in C++ at the beginning of the degree this was one of my first university to use something at least slightly resembling proper object-oriented programming. This project especially set the theme for most of my coursework projects, in that I was overly ambitious with my initial design for the game, with plans to include 3 separate classes, multiple abilities and equipment types and a proper progression system. Although the implementation of many of these systems was started in some way none of the features made it into the final submission. This was largely due to me spending most of my time creating the system to procedurally generate levels, procedural generation seemingly like a brilliant idea to me at the time (after all, why spend all your time making interesting, functional levels when you can just get the program to throw some rooms together at runtime?). While the level generation system did end up being completed it left a less than ideal amount of time for implementation of some of the other planned features.
On top of general time constraints there were also constraints with the amount of memory the program could use in certain areas, partially due to the architecture of the device the program was designed for, meaning some workarounds had to be made to avoid crashes or other bugs with the program caused by incorrect memory management. Overall though I found the game enjoyable to make, partially due to the childhood wish-fulfillment that came from being able to make a game for the GBA, which was always a dream growing up with the console itself.
A GBA emulator such as Visual Boy Advance is required to run this program