R.A.D: Radical Alien Destruction
Details
Engine: Unreal Engine 4
Language: C++
Type of project: University team project
Platform: PS4
To be released: No
Progress: In development ( target date: 20th of August 2019 )
Language: C++
Type of project: University team project
Platform: PS4
To be released: No
Progress: In development ( target date: 20th of August 2019 )
About
R.A.D or Radical Alien Destruction is a PS4 first person flight game with 6 degrees of movement and the ability to shoot and destroy alien robot hybrids. It is a game that is focused on combat and movement. In terms of design as a team we decided to focus on the fast paced combat of Doom (2016), the movement of overload and the art style inspired by far cry 3 blood dragon's intro sequence. Features that I was responsible for include;
- UI menus
- Persistent save data for tracking names and scores and inputs
- Re-mappable controls
- 3 enemy variations
- Pause menu
- Custom blueprint implementable events
- Implementing vibration
- Implementing sound effects
RPG Project
Details
Engine: Unreal Engine 4
Language: C++
Type of project: Solo personal project
Platform: PC
To be released: No
Progress: Still in development
Language: C++
Type of project: Solo personal project
Platform: PC
To be released: No
Progress: Still in development
About
A real time Role Playing Game with a fantasy art style. So far I have developed the following features;
- A delegate system that allows communication with other objects in a loosely bound way. This allows functionality to be reused with minimal code changes and less direct access to objects.
- 2 types of characters with animations. A knight that can swing a sword, a Mage that can heal herself and cast a fireball that damages enemies
- 3 types of pickups for health, mana/stamina and loot
- A test enemy that can take damage and drops loot
- Particle system for damage, magic and pickups
- Inventory system with collectable items and bag slots
DR Neutro's nanobot rush
details
Engine: Cocos2dx
Language: C++
Type of project: University team project
Platform: Android tablet
To be released: No
Progress: Finished February 2019
Language: C++
Type of project: University team project
Platform: Android tablet
To be released: No
Progress: Finished February 2019
about
DR Neutro's nanobot rush is a 2D vertical platformer with lunar landing style controls utilsing the 2 sides of the tablet tuch screen as the controller. It is a game that is focused on movement. Features that I was responsible for include;
- UI menus
- Scoring
- Building for android
- Movement
- Pause menu
Frogger clone
details
Engine: Cocos2dx
Language: C++
Type of project: Solo personal project
Platform: PC
To be released: No
Progress: Finished 20th of August 2018
Language: C++
Type of project: Solo personal project
Platform: PC
To be released: No
Progress: Finished 20th of August 2018
About
A clone of the classic arcade game Frogger made in Cocos2dx and C++, I added features such as a fly that moves side to side giving the player extra points when collected. I also added a bird that flys across the screen uses its "number 2" to cover an area of the screen to hinder the players view. I also implemented the event system from the previous project into this game.
Below are a few screenshots of the game.
Below are a few screenshots of the game.
Event system
details
IDE: Visual Studio 2017
Language: C++
Type of project: Solo personal project
Platform: PC
To be released: No
Progress: Finished 14th of January 2019
Language: C++
Type of project: Solo personal project
Platform: PC
To be released: No
Progress: Finished 14th of January 2019
About
A basic event system that has message senders and receivers that are managed by a event manager class. This calls member functions through messages which is loosely bound instead of tightly bound function calls.
Below is a video showing how the event system can call the enemies notify function and trigger the correct achievement based on the what the player decided to do.
Below is a video showing how the event system can call the enemies notify function and trigger the correct achievement based on the what the player decided to do.
Monster kombat
details
Engine: Unity
Language: C#
Type of project: Solo personal project
Platform: PS Vita
To be released: Yes
Progress: Finished February 2015
Language: C#
Type of project: Solo personal project
Platform: PS Vita
To be released: Yes
Progress: Finished February 2015
about
Monster Kombat is a 2D strategy game that has a pokemon like battle system with a twist as it involves dice and the use of strategic skill points. Its a game that tests the players luck and skill. There were multiple hurdles when developing the game from making each character unique but balanced and making an effective enemy AI. However my biggest challenge was the "Hot Seat" multiplayer as translating the same gameplay from singleplayer over to multiplayer wasn't as clear and simple as I thought especially translating player choice into a turn based event. This was challenging because in singleplayer the enemy's actions take place through an event based loop that starts after the player's attack animation, in multiplayer player choices were either cleared when the scene was loaded or carried over everytime regardless of choice due to timing of when the function was called.
I overcame the challenge by making both player's choices linked through the use of public variables, so in the scene where each player makes a choice, the choice is passed on to a manager in the battle scene, this manager looked for player 1's choice and carried out the appropriate and once that action was completed player 2's action was triggered, however the timing took some trial and error to get right. In the future I would like to find an artist to get some real artwork for the game and maybe add more game modes to the game.
I overcame the challenge by making both player's choices linked through the use of public variables, so in the scene where each player makes a choice, the choice is passed on to a manager in the battle scene, this manager looked for player 1's choice and carried out the appropriate and once that action was completed player 2's action was triggered, however the timing took some trial and error to get right. In the future I would like to find an artist to get some real artwork for the game and maybe add more game modes to the game.