Games

Rhythm Is Power
Proof of Concept for Rhythm-based beat-em-up
Aug 2019

This is a proof of concept that a rhythm game can be married to a hack 'n' slash game. You can tap your own tempo and create your own beats.
To create this I made an architecture based off of starting a timer thread that would keep track of the beats in the song, and inform attached listeners.
I'm keen to extend this and try it without a multithreading dependence.

Verby Noun
Voxel-themed Puzzle Game
May 2019

This is the fifth game in the 12 games in 12 months series.
This was originally intended to be a parody of mobile games like 'Flappy Bird' and 'Crossy Road'. Time constraints led to scope decrease. It's a puzzle game about moving the characters in the correct way to get them to the goal in the least amount of steps.
This was a good opportunity to implement the Command pattern, as the one player is controlling multiple characters by sending 'commands'. The input is formatted and passed to the character controller, which then decides if it follows the order. This was also a good project to get me settled back into Unity. I want to do the next few projects in the Unity engine to broaden my knowledge.

MOTH KOTH
Punch friends, enemies or CPUs as a moth
Mar 2019

Sorry! Please view this on a computer to see the demo, it doesn't run on mobile.

This is the third game in the 12 games in 12 months series.
This game is where I start to really feel like what I made is 'finished'. It has modes, customisation and replayability. Adding in options for people to play how they want to makes the game more aproachable and was fun to implement.
For this I really ironed out the object architecture, using proper lua tables and inheritance. Spending time on the architecture can go a long way.
In addition, I spent a lot of time on the menu side of it, making a button and button layout code framework.
In the end it turned out worth it because it works well and I can re-use it in future projects.

Throw Time!
Become a lobster and throw some stuff around!
Feb 2019

Sorry! Please view this on a computer to see the demo, it doesn't run on mobile.

This is the second game in the 12 games in 12 months series.
This game feels a lot more like a game, there are objectives and things to do. The way I coded the collision wasn't the finest, and it may not be super fun as a game. However, I learned a lot from this one in terms of game programming and design.
As a 'game' it's not that fun however. The levels are all the same and the enemy ai is too difficult, until you figure out it's patterns and then it becomes too easy. Improvements could be to have level structue with changing blockades that create paths and different movements throughout the levels.

Big Head Saves The World
A quick demo to test out a new framework
Jan 2019

Sorry! Please view this on a computer to see the demo, it doesn't run on mobile.

This is the first game in the 12 games in 12 months series.
This game was purely just to get familiar with the PICO-8 engine and LUA language. I implemented basic game functions like movement, gravity, points, system states and everything necessary to make a prototype ready to be fleshed out.
If I were to flesh it out, I'd go in the direction of smoothing out how the bolts come down and add in ground-travelling enemies that spawn upon landing. The movement and shooting is pretty tight for my tastes, but could use testing with other types of people.

PICO-8 Particle System
A particle system for the game engine 'PICO-8'
Apr 2019

Sorry! Please view this on a computer to see the demo, it doesn't run on mobile.

This is the fourth game in the 12 games in 12 months series.
This is a particle system that others can take and implement. The demo takes you through a bunch of examples that I made to show off the features like velocity over time, angle spread etc.
Turns out particle systems aren't that difficult to make, but making them customisable, reusable and interesting is where it gets difficult.
I'm very happy with how this turned out, performance and aesthetic wise. With systems like these, you can essentially keep adding to it forever to account for all types of use cases.
If I have time I'd like to implement area size and shape for spawning and local vs global particle movement (particles follow parent object's movement).

Galagoogoogaga
Blast away the enemies in this classic arcade game
Oct - Nov 2018

I made this game for a HD project in 2018. It was centered around babies (hence the name) but I decided to drop the theme in favour of features due to time constraints.
The goal was to make a game chock-full useful design patterns and data structures. These include a messaging system, an entity-component system, UI states and multiplayer compatibility.
I completed this in C++ with the help of the graphics library SDL2. You can view the UML here.

Manifest
Play as a manifestation of electricity and manage your resources.
Jul - Nov 2018

As part of a team of 4, we made this game in a semester. We went through most of the development lifecycle, from concept brainstorming to refinement to pre-production and iterations. It was tonnes of fun and I learned a lot about the lifecycle, Unity and my own skills.
I worked on a lot of aspects, but I'm most proud of creating the electricity engine where objects can power each other and chain the power through. I also worked on the shader to create a rippling area of colour around the greyscale environment.