Individual Projects
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Top Down real time RPG
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Presently a work in progress.
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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.
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Presently planned to use procedural generation for character and quest generation
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Also planned to increase the importance of social interaction.
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2D Bullet Hell with infinite waves of enemies
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Goal of project: Data and time management tools, sprite renderer
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Also uses XML reading to handle creating ships, and bullets.
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Turn based RogueLike RPG.
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Various Map Generators are used and XML is used to call them.
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Item and Monster generators are called by the Map Generator in order to place objects at random.
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XML is read in order to compile the list of all Items and Monsters able to be placed into the game.
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Monsters have customizable AI from XML.
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Monsters are a part of various factions which keeps track of how kind or cruel each other entity has been to it.
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Created a system to read in background pieces and associated height map in order to have per pixel collision.
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Used Amanatides Woo Raycasting to detect if Sonic is on the ground.
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Baked angle of ground into height map.
SimpleMiner (Minecraft-Like)
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Player can place and remove blocks.
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Perlin Noise is used to generate the chunks.
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Perlin Worms are used to generate the caves and caverns.
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Chunks are Saved, and if a file for the chunk already exists, it is loaded (as the player moves about).
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Chunks are rendered based on Frustum Culling, based on the player's Yaw (XY grid direction only).
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Jetpack physics is used.
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Lava blocks are generated into the ground randomly.
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Light is handled as the player digs through the world or places blocks that emit light.
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Networked 2D top down shooter.
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One player host, up to 3 additional players can join as Clients.
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Goal of project: create a Networking system
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Supported models:
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Host to Client
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Peer to Peer
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Supported message types:
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Unreliable
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Reliable
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In-Order Reliable
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Top Down 2D tank game.
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Simple Enemy AI.
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Uses old GLSL calls for rendering.
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Reads map entirely from image files.
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Intended to be played with an Xbox Controller, but keyboard is supported.
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A simple rails shooter that takes some inspiration from Star Fox
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Primarily done as an exploration of C++ in UE4.
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Walked through setting up some of the fundemental basics for making variables and functions useable or viewable in Blueprint.
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Created Hybrids of Blueprint and C++, with the bulk being done in C++.