Abyssal Shade was the game made in a group of seven in total during junior year for our Game Production course in the Unity engine. Taking control of a mystical manta ray, you must traverse the level to restore the reef by collecting soul fish, avoiding enemies along the way. This project was made for class, testing to see if we could form our own groups and create our own small games entirely from scratch. As a programmer for this project, I created the AI for the enemies that would pursue the player once close enough. For the sea serpent, it would circle around the player before dashing towards them to consume some of their soul fish, continuing this behavior until the player dashed away. And for the angler fish, its light would glow causing soul fish to swim towards the angler fish and be eaten by it, forcing the player to carefully swim around them. The sea serpent AI took around six hours, and the angler fish took around eight hours. The largest takeaway I got from this game was how to create dynamic AI NPCs.
Here is the download link, if any of what I have said interested you then I implore you to download the game and try it yourself.
A video showing off the general gameplay of Abyssal Shade in its completed form.
A short demo video showing off the current combo system implemented in the game
Coldsnap is one of the games I am currently developing as a programmer for class with a group of fourteen members in total in the Unreal Engine. Inspired by rougelikes such as Risk of Rain 2 and Hades, you play as a robot with the goal of returning heat to the core of a planet that has frozen both inside and out. Fight corrupted machinery with juggling combos while obtaining upgrades and abilities to boost the strength of your current run. While still in development, so far I have created the movement/control system for the player character and have plans for ability and upgrade creation. Alongside this I have made a multitude of stat-increasing upgrades to obtain during gameplay, as well as an XP system which rewards you with perk points that you can spent on permanent upgrades for your character which carry over between runs. Earning XP during gameplay took me roughly 4 hours, with plans to further develop the calculations later on in development. Currently I am developing more advanced upgrades with the other team's programmers, giving the player new effects for their base attacks and abilities. Development of this game is helping me learn about character abilities and modification, and long-term progression systems.
As stated previously the game is still in development, so this page will be updated with it!
Fearosis is a mobile game that I am currently working on in my Casual Game Production class in a group of seven in total. Inspired by Plague Inc and made in Unity, you attempt to create the perfect monster to transform the inhabitants of a city into. Choose different upgrades depending on the current state of the city and its people to spread more effectively and stop hunters from killing your creations. This was made for a class, seeing if we could form groups that could create functional mobile games with potential monetization. So far as my role as programmer I have assisted in the upgrade framework and created a functional settings and shop menu. While I am currently focused on advertising the game in order to build hype for it, I am also doing balancing and creating multiple difficulties with adjusting numbers and stats that work in the systems behind the scenes. This difficulty implementation took me around five hours. This game was the first real experience I had developing a mobile game in a professional setting.
This game has been finished! We are currently working on getting it published to the Android Mobile Store!
An image of the map the game mainly takes place in alongside the hud in the top left.
The first screen of the game, the livingroom
Deadtective is the first game I created during a Game Jam, made during the Jamsepticeye jam with a smaller portion of the Fearosis team. Inspired by browser point and click games like the Don't Escape series, take the role of a detective as you attempt to replicate a murder at the scene of the crime in an attempt to discover the culprit. You can traverse between the mortal and spirit plane to find clues and evidence, ending with you retracing the steps of the murder to try and find out whole the culprit is. In this game I assisted in functionality for room traversal and item interactions, as well as writing most of the narrative components like the kinds of items, environments, and the pacing of the game itself. I find what we managed to create to be impressive for the time that we had, and I am excited to create more games for Game Jams in the future!
The game is on Itch.io for free, here is the download page for it! https://phrogaming.itch.io/deadtective-game