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Individual Projects

  • Top Down real time RPG

  • Presently a work in progress.

  • Intention is to explore a couple of uses for procedural generation in an RPG besides dungeon generation, and also avoid the use of a combat system entirely.

    • Presently planned to use procedural generation for character and quest generation

    • Also planned to increase the importance of social interaction.

  • 2D Bullet Hell with infinite waves of enemies

  • Goal of project: Data and time management tools, sprite renderer

  • Also uses XML reading to handle creating ships, and bullets.

  • Turn based RogueLike RPG.

  • Various Map Generators are used and XML is used to call them.

  • Item and Monster generators are called by the Map Generator in order to place objects at random.

    • XML is read in order to compile the list of all Items and Monsters able to be placed into the game.

    • Monsters have customizable AI from XML.

  • Monsters are a part of various factions which keeps track of how kind or cruel each other entity has been to it.

  • Created a system to read in background pieces and associated height map in order to have per pixel collision.

  • Used Amanatides Woo Raycasting to detect if Sonic is on the ground.

  • Baked angle of ground into height map.

SimpleMiner (Minecraft-Like)
  • Player can place and remove blocks.

  • Perlin Noise is used to generate the chunks.

  • Perlin Worms are used to generate the caves and caverns.

  • Chunks are Saved, and if a file for the chunk already exists, it is loaded (as the player moves about).

  • Chunks are rendered based on Frustum Culling, based on the player's Yaw (XY grid direction only).

  • Jetpack physics is used.

  • Lava blocks are generated into the ground randomly.

  • Light is handled as the player digs through the world or places blocks that emit light.

  • Networked 2D top down shooter.

  • One player host, up to 3 additional players can join as Clients.

  • Goal of project: create a Networking system

  • Supported models:

    • Host to Client

    • Peer to Peer

  • Supported message types:

    • Unreliable

    • Reliable

    • In-Order Reliable

  • Top Down 2D tank game.

  • Simple Enemy AI.

  • Uses old GLSL calls for rendering.

  • Reads map entirely from image files.

  • Intended to be played with an Xbox Controller, but keyboard is supported.

  • A simple rails shooter that takes some inspiration from Star Fox

  • Primarily done as an exploration of C++ in UE4.

  • Walked through setting up some of the fundemental basics for making variables and functions useable or viewable in Blueprint.

  • Created Hybrids of Blueprint and C++, with the bulk being done in C++.

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