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Kingdom Building
I created this game over a week of my freetime during Summer while I was looking for an internship. I used Unity to create this game. Credit goes to Kenny for most of the assets, but I modified a few of them to fit what I was creating. A short list of a few of the features:
A* path finding
Bridges has a different cost to roads for path finding
World Generation
Resources
Unity tile maps
I was unable to finish this project as I was focused on finding an internship. The following features were planned but only a few were slightly implmented
Food - affects how many people you could have
Happiness - affects speed
File Saving
Boats to travel to new lands - as the world is rather limiting, so you can finish a game in 10 minutes
Last time Project was edited:
June 25th 2018
DirectX Project
This project was a part of my coursework at University, we wasn't given any framework to build off of.
In this project our task was to create the graphics for a game engine and the basics using C++ and DirectX 11. This entailed making the program to have phong lighting, texturing, and game controls. However, as I quickly added these in, I started adding in additional features; which I was intrested in.
All the features that I included in this project:
Skybox
Billboards
Specular mapping
Normal mapping
Post Processing
Keyboard and Xbox360 controller support using XInput
Directional, Point and Spot lights
OBJ file Loading
Scene graph loading and saving using Jsons
Tessellating Water
In my last Project, Modern OpenGL, I had created some simple animated water, but now I had more of an understanding of how shaders work and how to use them. I choose to create water once more, but this time using hull, domain, and geometry shaders. This allowed me to create more complex looking water than before. I was also able to move it so that further you are from the water, the less triangles it would add to the surface of the water.
I also used libraries such as Imgui for the UI, and UI and some model assets from Kenny.
Completed Date:
8th January 2018
Grade:
93%
Modern OpenGL 3.3
This project was a part of my coursework at University.
We were given the task to make a 3D game of our choice with FreeGlut, which is an old toolkit for old OpenGL in C++. I quickly completed this work and after talking to my tutor I moved on to Modern OpenGL 3.3 which has no framework. With this new API and using the knowledge I quickly gained from FreeGlut I built this game.
I wanted to play around with world generation and so I added in a seed based world generator; however, I feel I could of improved it greatly. I was also interested in Water and, how it works, so I started working on water and in the end using the vertex shader I was able to create this simple wave animation for the water.
All of the features that I included in this project:
Water animation using the vertex shader
World Generation
Day and night cycle
File saving and loading
Object Editor
OBJ file reader
Primitive Cube map
Due to time constrains, I couldn't add being able to place your own buildings in to the world that you make in the editor.
I also used libraries such as Imgui for the UI, and model assets from Kenny.
Completed Date:
21st April 2017
Grade:
99%
Koin!
Koin is my first released game on the Google PlayStore. Koin started as a simple 2D game, and I went on to making it 3D with Unity using C#. Point of the game is to collect coins and upgrade yourself, and collect more coins. I went through the process of designing, programming, and releasing this game. I learnt a lot about the development process. As I am writing this I feel I can improve it greatly as it was released in May of 2016. Some improves would deal with the performance issues, look and style of the game. As Unity has updated to improve its support of 2D games, I might think of bring it back to a 2D style would help it a lot for performance.
Developed: <November 2015
Released:
30th May 2016
PlayStore Link: ---
My app was removed from the Google Play store by Google. I assume because it had no downloads and had been on there for quite a while.
Pac-man
Pac-man was my first C++ project; it was the first time I used C++. I was given a framework/game engine called S2D which I used in this project. I feel that it went well, but I felt I could do better by making one of the AI follow the user within the walls. The AIs added were as followed:
One that randomly picks a direciton to go; when it meets a turn in the maze.
One that follows a predefined path in the maze.
One that follows the player through walls slowly to balance its ability.
I also added a bunch of other features within this game.
Texture Packs
Simple UI
Sprite sheet animation
Completed Date:
28th January 2017
Grade:
97%
Clicker Game
This project was created by Jacob Duffell and myself. We used Trello and BitBucket to create this project together in 5 weeks with LÖVE2D API in Lua. As well split the tasks in this project. I did the following.
Art work, including the spritesheets and background.
Getting the spritesheets to work and animate
Programming the heroes and character along side the enemies.
Jacob worked on things such as user interface design and programming. He worked on the heroes and taps upgrades, along side programming the currency that you get from the enemies. Jacob also got all the sounds in the game to work. As well, as sourcing the sounds.
Completed Date:
3rd January 2018
Language:
Lua - Love2D Engine
Global Games Jam 2018
In this project I worked with 3 other peers in Unity to create this piece in 48 hours at the Global Games Jam 2018. Our project is called Sub-Mission, you have to drive deep in a submarine to find ores which you can mine and sell for coin. This will allow you to upgrade your submarine and continue further in to the depths. As the theme was Transmission, you have to use sonar to find ore in the rocks, otherwise you cannot see it to mine it. I worked on the following features:
Physics and Submarine movement physics
Environment Art
World Design
Ore
Bug fixing
Some UI
Completed Date:
28th January 2018
They are Pixels
This was a group project on a team of 5. We designed and split up the tasks we worked together using a scrum method with the use of trello to keep track of tasks. In the end the project turned out amazing as we hoped for it. We worked on it for about 10 weeks, which includes all the design, programming and testing. There are things we wish went better as it was our second project in Lua as a follow on from the first project, which was a clicker game for me. We knew we wanted to make a simple game within our scope that everyone had input in. We was talking about which art style was best, vector or pixels. Which sparkled the base of this game. Vectors Vs Pixels. The user as the Vector and the zombies become the corrupted Pixels. In this project I worked on many pieces, but my main area was working on the Zombies. I designed and wrote their code, as they use a state machine as it seem perfected for this task.
In the end I worked on the following pieces.
Zombies
Zombie Waves
Animation
Debugging
Parallax background
Level design - I designed how the main game level was to appear and then made it with the input of others
Debugging others code and helping with their tasks
Pixel and Vector art (including UI art)
A short video of sped up gameplay
Completed Date:
18th April 2018
Language:
Lua - Love2D Engine
Grade:
72%
RougeLike Game
Weekend online itch.io GameJam project I completed by myself within 48 hours. I used Love2D as a framework and wrote the game in Lua. I created the graphics aswell. Check out the itch.io page for the game.
Customize Characters
Leveling up from battling enemies
Gold found on a dungeon level
Randomly Generated Dungeons and textures for such dungeons
Oscillating Magic
Online 72 hour GameJam. A small adventure game where you go around collecting pages to create your own Magic. Check out the itch.io page for the game.
Cutscenes
Interactive world and NPCs (Quests)
Create your own magic by using pages you discover in the world!