This was my submission to an assignment that required me to create a system that is capable of generating suitable loot drops for a player.
The generator creates armour that is appropriate to the player's class and level, the material of the armour is restricted to the class of the player and also has attributes and status effects.
All Terrain Action Turbo
A hill climb game similar to the popular mobile app, "Hill Climb Racing". We used industry methods of Project Management and what it's like to develop a game as part of a team and work effectively together.
My first assignment that follows a proper production layout of how a game would be developed. We were assigned teams that consisted of programmers and designers (3 of each) and throughout the trimester, we had to pitch the concept of the game along with a slideshow, produce Game Design Documentation and a Project Plan.
Then we had to work as a team and create the game over 5 or so weeks, I was delegated the role of Head Programmer which led me to oversee the GitHub repository, in terms of commits and the issues. I also contributed by adding to the unity project itself and helping the other team members in ideas and effective implementation.
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A C++party game where up to 4 players each control a coloured square and move around leaving behind a collidable trail.
The basic principle of the game is to play against the other players and aim to block/trap them so they collide with the blocks.
In short, if you know Tron. You know Lightcycles. Therefore you know this game... :)
Make a Thing September
Myself and two others grouped together to participate in a game jam during the first week of holidays between trimesters.
Like most game jams, the theme for this one revolved around the three words, Roam, Flaws and The letter L. And lasted for a total of 5 days.
We ended up calling it, Lost in Lygon Square. But the mechanics behind the 2D Metroid-Vania styled game was that you started over powered for the game, and you had to navigate the maze to downgrade yourself in order to find all the flawed objects in the world to win.
So we had less than a week to complete this and like most inexperienced developers, we didn't finish in time and simply submitted what we accomplished. Which was a fluid movement system complete with wall jumping and animations, throwing bombs (which were to destroy blocks to access new areas), and simple animations for transitioning the size of the player.
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More details will be added...
Shared House (Team project) (March-May 2017)
Demo (To be released)