A small proof-of-concept boss fight against a tornado.
Players are equipped with a shotgun and the ability to slam down midair. They must use this limited moveset to defeat the tornado, which uses several attacks:
The player movement system is the latest iteration of one I have been creating from scratch for a few years.
Designed to allow for fluid control and mobility, player movement is also responsive to sudden forces to allow for moments of chaotic fun.
It is also highly modifiable, allowing for external events and abilities to be easily integrated into it.
A complete game programmed over the course of a year using Unity and C#. Released on Steam in 2018, Shooting Hurts is a first person shooter that centers around two mechanics: a gun that drains the players health when used, and the ability to create floating discs that can be jumped on or used to block enemy projectiles.
Progression consists of navigating three sets of levels that each focus on a different type of enemy, followed by a cumulative set that combines them. The game ends with a final boss that features aspects from all 3 enemies and requires knowledge of their behaviors and weaknesses to overcome. There is also a secret ending that can be reached by sparing 3 pink enemeis that can randomly appear in each level.
The game is designed to be difficult but fair. Enemies alone don't pose much of a threat, but the constant health drain of defeating them ensures that players always consider their next move.
An innovative VR title in the making that focuses on multiplayer tank-based combat with an emphasis on reducing the amount of motion sickness players can experience in VR. The game is being developed using the Unreal Engine and C++.
Features worked on include:
Entry created for the Game Makers Toolkit 48-hour Game Jam of 2022. The theme of the jam was "Roll of the Dice".
Players take control of a small triangular ship with a few abilities:
In addition to the enemy design, the game also incorporates the jam theme by randomizing the players stats with each wave completed. Each of the above abilities is determined by a number that is randomized between 1 and 10 at the end of each wave. In one wave, the player may be able to move quickly, but can only take one hit before dying. In the next, their beam gun may be wide and pierce more enemies, but only usable once every few seconds. Players can spend their extra life to re-roll their stats for that wave, compounding the sense of risk and randomness these mechanics provide.
The stated goal is to reach Wave 50 from Wave 1, follower by reaching the highest wave one can. Progression is implemented by "Leveling Up" the player at the end of each wave, adding a few points to the pool that is randomly allocated. Further waves also increase the amount of enemies and their pip values.
Entry created for the Game Makers Toolkit 48-hour Game Jam of 2020. The theme of the jam was "Out of Control".
Players take control of a mechanic on a crashing space ship. As parts of the ship begin failing, the player must frantically race around the ship to fix. The goal is to keep the ship from failing long enough for it to reach its destination.
Ship components break regularly, with the speed increasing as the game goes on. Broken components deal more damage to the ship the longer they spend broken, and can only be fixed by completing a small minigame. One component requires that a separate, moving robot be functioning to generate a keycode. These factors, as well as the layout of the ship, the players move speed and and increasing rate of failure, are designed to keep the player in a consistent state of uncertainty.
The game also features a map of the ship that lists currently broken components, screen shake to indicate a component breaking, decorations that imply the functionalities of the ship, and UI art provided by my partner.
My main Fallout: New Vegas mod adds a weapon known as "The Colt", inspired by the TV show "Supernatural". The gun possesses a custom texture and the ability to kill any entity in the game in a single hit (accompanied by an electrical effect). I made an upgraded version of this mod for Fallout 4 that adds all previous features as well as new ingredients for crafting more bullets.
I utilized the Eclipse IDE, Java and Minecraft Forge to create a mod game Minecraft that makes it so all pets spawn customized blocks when they die.
Players can move these blocks, craft a golden treat, and then right click the block to bring their pets back to life after.
Revived pets maintain all data they had at death, including their names, breeds, collar colors and (in case of horses) stats.
Supported pets include:
An experimental building system where players start in a small square room and expand it from a first-person perspective.
The first prototype included several terminals that toggled the various features of the system:
Intitially prototyped in 2018, in 2020 I revisited the project to implement the main building mechanic and make it more efficient, flexible and scalable.