Game Projects

--------- Keep Running ---------
This is my second project I did for the Microsoft Developer Movement. It is a simple casual highscores game where have to jump over incoming obstacles while grabbing coins to increase your score. Levels are currently generated using preset "segments" that are loaded in the game in small chunks.

Player is located on bottom left. Coins are scattered across
the levels. Player can die by hitting a platform head-on or
falling into a hole. Score in top middle. Trees and mountains
move at different speeds to give illusion of distance.
Game details:
- Custom 2D graphics with simple
parallax backgrounds
- Everything but the base of the menu
system was made from scratch

WP MarketPlace Link:
http://www.windowsphone.com/en-CA/apps/03b6d604-832d-4919-9a5c-da606067a838

Video will be available.



--------- Slime Jumper ---------
This is my first project I did for the Microsoft Developer Movement. It is a simple casual highscores game where you jump from left to right trying to get as many points as possible while avoiding the deadly cleaning products.

Player is green slime on left side. Top left are lives left (3 max).
Top middle is current score. Various items fall from middle,
each giving varying amounts of points to the player.
Game details:
- Custom 2D graphics
- Everything but the base of the menu
system was made from scratch

WP MarketPlace Link:
http://www.windowsphone.com/en-CA/apps/804ee48b-e63e-47d7-8eac-1f21249c47c5

Video will be available.



--------- Coal Raiders ---------
This is the project myself and three of my friends did for our "Advanced Game Development" course at Concordia University. The game is an Action-RTS game based off of the popular Galcon web-game. A lot of the basic code was adapted from F.U.E.L., including the camera and model scales, that it why they look very similar graphically. Thanks to this, 85% of the game was built in only 5 days. The gameplay centers around creating sqauds of units and sending them to defeat your enemies. Units generate over time and you have 4 templates that you can use to quickly send out squads.

Gameplay screen with squad templates on right side. Dotted box
is a selection box that is used to select your squads.
Yellow circle is a selected marker to indicate selected squads.
Game details:
- Custom 3D models
- Custom animations implemented programmatically
- All pathfinding uses A* on a tile-based waypoint map
- Squads use formation movement and slot positions
- Units use ray-casting for obstacle avoidance
- Each enemy has an individual AI that chooses who to attack

Video and Download will be available.



--------- F.U.E.L. ---------
This is the project myself and three of my friends did for our "Introduction to Game Development" course at Concordia University. The game is a 3rd person action-shooter where the players goal is to capture the 5 generators that are found around the map, upon capturing all 5, the enemies begin to swarm the players attempting to defeat them. During that time you must survive for 1 minute to win the game.

Main menu screen
Game details:
- Custom 3D models
- Enemy pathfinding using A*
- Up to 4-player co-op multiplayer
- 4 Character classes each with unique skills and weapons.
- Place towers to defend captured generators





Video
(The video will seem a bit choppy because it is only recorded at 15 fps, the game itself runs nicely at 30 fps)


Download will be available.



--------- Dodge This! ---------
This was a game myself and three of my friends made for the September 2011 Great Canadian Appathon competition. The theme was sports so we chose to make a Pirates vs. Ninjas dodgeball game. Game is controlled with touch screen to move a character, switch character, dodge and throw the ball. Leaders of the two teams will have skills they can use to give their team an advantage.

Main menu screen
Game details:
- Swipe gesture to throw and dodge
- Custom graphics

Improvements to be made:
- Implement leaders
- Proper collision detection
- Choose which team to play on
- Proper game state handling for mobile devices



Screenshots
Gameplay screen showing both teams and onscreen information.
Video and download will be available.



--------- Android Game ---------
This was a personal project of mine that I started over the summer after I had finished reading "Beginning Android Games" by Mario Zechner. So far you control a robot in a small platform level and you must simply survive. Enemy robots will appear over time, moving around and jumping while occasionally shooting (not that intelligent). You get more points for killing an enemy while they are in the middle of doing something (jumping/falling, suiciding, etc). The goal is to have various waves enter the map from the background and the player beat them off until a boss arrives, after killing it the game is over. This project is ongoing so I will only be working on it when I have time, that meaning, updates to the game will likely not happen for some time.

Basic game screen, camera is centered on player, other
robots move around the map somewhat randomly.

Game details:
- Multi-touch support
- Complete 3D models imported using .obj files
- Simple enemy AI (they will try to suicide if close to death to prevent player from getting points)
- Camera is bound to a certain area of the world, if player moves beyond, camera rotates to keep player in view.


Improvements to be made:

- Proper title and some kind of story :P
- Better enemy AI
- Closed level
- Wave based enemy spawning
- Various weapons
- Boss
- Various bugs to fix.
Screenshots
Pause screen
Game over screen. When player dies the robot shrinks into nothingness
then a game over text fades into view. Shortly afterwards it returns to main menu screen.
Video and download will be available.



--------- Train #4355 ---------
This game was an OpenGL project I did in a team of 3 for the "Computer Graphics" course at Concordia University. It is a first person shooter game where you need to survive a haunted train ride. You are equipped with a ghost-banishing pistol and unlimited ammunition.

Main menu screen
Game details:
- Ray-casting for manual picking (OpenGL picking was not cooperating).
- Billboarded ghosts with moving arms and death animation.
- Completely custom graphics including gun animation when firing.
- Breakable windows and lighting fixtures, When the light are shot out, the light is turned off, darkening that area of the level.
- Flashlight for when all the lights are off.



Video
(Video is laggy again because it was captured at 15fps)

Download will be available.

No comments:

Post a Comment