Chemical Battleship

September 23, 2009

This title will be changed because of possible trademark infringement. This is a game under development by the ChemCollective based on their Virtual Lab. I am the current maintainer of Vlab and have been charged with bringing this idea into the light of day. that idea is to have a multi-player game where each player challenges the other to discover the original components of their solution first. It will have 3 modes of play, single-player, time, and turn. Single-player generates the unknown solution from given levels, but it will be dynamic in that only categories of solutions are specified and not the precise component or concentration. Time mode is simply a race against the other player. Lastly, turn mode defines moves for each turn, such as tests, measurements, etc. Each move is a turn and the control swings to the other player. Think Civilization as the turn model.

Panda Cook

September 23, 2009

It’s a cute Flash game where the cook (a panda) must make dinner. So he must find all of the ingredients, set the table, etc. I will be programming this one, as well. Hopefully ActionScript by nature will allow for simple code design.

Gel Castle

September 23, 2009

The above title is a working one. This is one of the Game Creation Society Games that I’m working on this semester. Duncan can explain the idea better (and more loquaciously) than I can. Basically, it’s a soft-bodied tower game in XNA where the game mechanic lies within the personality traits of the building blocks more than obstacles to build around or against.

Quadropus

September 23, 2009

This is a 2D underwater platformer. You’re a quadropus. That’s right. 4 legs not 8. The idea was to have the player go through the levels using it’s arms as an inventory. The more items you’re carrying, the less you’re able to do.

Sadly, this game worked, but wasn’t really finished. Currently there’s no distributable, but there’s a link to the repository if you want to look at the code. It’s in Python. I was a level designer and programmer. I tried to implement the legs system. I didn’t finish the legs system, and without those legs, the game is interesting but not as novel as it should have been.

Note to self: work on projects with responsibilities more clearly defined.
Link to page.

Robokiller

September 23, 2009

A retro 3D “shooter” in the style of Wolfenstein 3D and Doom. The twist comes with the shooting part. You don’t have a gun with bullets. Instead, you have a welder, a freeze ray, … Basically, the idea is to draw (with mouse) on your opponents to disable them.

I was the level designer on this project. Yep, all three levels were my creations with heavy input from everyone else on the team. During testing, I created dummy wall, floor, ceiling textures as fillers. They were simple png files with “Floor” or “Conveyor Belt” in text. We talked about using these as an Easter Egg, but I don’t know if this feature was ever included.

Check out this review from Indie Games.
Play now!

Icing on the Cake

September 23, 2009

You find yourself in a cake factory, and are given cake after cake to bake. You have to complete the cake recipes as quickly as you can, while making sure you make the cake as close to the recipe as you can. Watch out for the rotten ingredients!

I was the Ingredient Artist for this game, which was created using Game Maker.

Download and play!

Treesuit

September 23, 2009

Treesuit is a 3D stealth adventure game in which you must sneak past guards to locate each level’s boss and convince them to not harm the environment by challenging them to epic dance-offs.

This is my first game with the Game Creation Society at Carnegie Mellon. I was the Level 2 designer and modeler during the Fall ’07 semester. I was in way over my head as I had never designed a level from scratch, only using level editors in games like Stronghold. I also had never used a 3d modeler before. Whoo for low polygon count!

Download and play at http://www.gamecreation.org/~treesuit/.

Sokoban

September 23, 2009

Created a long time ago in a country far far away … from me. I did this as part of a class project in ’06. It’s a Java puzzle game where the Character must move all of the Treasures to certain goal spots. The Character can only push one treasure at a time. You can imagine the difficulty increases as the levels become more cramped with walls and number of Treasures.

Sorry, I can’t seem to get it working as an applet. Maybe I’ll look at it over break.

Level 1 screenshot of Sokoban

Level 1 screenshot of Sokoban

Look at what I can do!

September 23, 2009

So, I am trying to use this blog as a sort of journal for any development that I do. Give me a chance while I post what I have done, so that I can post what I am doing now.

Welcome

March 28, 2009

Hello. So now I have a blog, and only you and a few others can see it … or maybe I’ll keep it to myself. We’ll see what time I have. Check out CMU Respect Life Club’s blog for my other blogs.

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