(using Unity 3D and other technologies)
The dungeons are procedurally generated in a cute low-poly style and the gameplay has a challenging but fun feel to match. I'm currently putting together an alpha build that I'll be demoing at this years game festivals.
In time I hope to introduce a wide range of enemy types and multiplayer game modes. I'm considering running a Kickstarter campaign later in the year, so keep an eye out for it!
This is the second project I've worked on that has used the Unity NavMesh system. All the actors and player characters (depending on control system) use a NavMeshAgent to traverse the player built environments. In Unity 5.4 there will be some API methods to generate a NavMesh at runtime which means that it would be possible to use the system with procedural levels.
This is my first time implementing enemy AI. I have created simple components that generate aggro radii and attack cones. These call the NavMesh pathfinding methods to move and rotate the enemies. There is also player AI that moves and rotates the character based on mouse click position. You'll notice in the above screen that the low-poly style extends to the collision meshes.
My first iteration of the tile editor used the Unity EditorWindow class and tile based levels were created from instanced Prefabs. The tile information was then saved to a Vector3 array so the level could be loaded at a later date. I am currently in the process of converting the EditorWindow version to an in-game tile editor so that players can create their own levels.
This was a small solo project that was heavily inspired by the 90's MB board game HeroQuest. The main objective was to understand the Unity 5.0 Networking system and the 4.6 UI system. This project was a lot of fun to work on and I learnt a lot of advanced Unity features.
The finished project shows off a slick looking 3D user interface and demonstrates how the network multiplayer features work.
Making a 3D World Space UI was a fun design challenge. The design of the rooms and positioning of the cameras was the most complex part as I had to ensure that the room layout worked with all aspect ratios. All of the buttons and fields are 3D models with 2D UI elements overlaid. The Unity UI system is incredibly intuitive and setting up the different Canvases and elements was a breeze.
I enjoyed working with the Networking system. I extended the NetworkManager class and added functionality that was required for the game, for example; allowing players to own multiple Player Objects. I made use of the ClientRpc and Command attributes and also used the low level Network Messages which game me more flexibility to manage players in the pre-game lobby.
I'd never had the chance to play around with Lighting or Particle Systems in a lot of depth until this project. They make such a difference to the overall environment, adding a layer of polish and depth. The torches are a great example: point lights with a simple script that fluctuates the strength of the light, flame particle effects and (my favourite) smoke effects. Most enjoyable!
(with some other people)
This was a short prototype I worked on with illustrator Billy Mather and programmer Ben Bradley. My role was primarily to provide animation tools and fully rigged 3D models. We aimed to create a point and click graphic adventure game somewhat similar in style to Broken Age.
Working with other people on a short project was a lot of fun and gave us a chance to practice other skills such as video conferences using appear.in, managing our workload with Trello boards and of course using source control such as GitHub.
The prototype demonstrates pathfinding, animation and some simple gameplay events.
This was created for the 2014 PROC Jam. The rules for the jam required the game to have a procedural aspect, so I decided to create procedural water and island generation. The main mechanic of the game is to fly as far as you can before you run out of fuel... There are fuel collectibles available that boost your fuel and health. Surprisingly playable!
I created this alongside Adam Naylor for the 2016 Global Game Jam. The theme was 'ritual' and we created a team based multiplayer game. The concept was that the defending team charge the 'zenbar' by worshiping shrines, whilst the attacking team have to disrupt the defenders, depleting the zen. The game ends when the zenbar is fully charged or depleted.
Working again with illustrator Billy Mather we created a 3D adventure game. There are a few mechanics that I'm really proud of in this game, but by far my favourite is the ability to fly in the 'Go-Kopter' a customised go-kart with helicopter blades. Another aspect I enjoyed was working with ShaderLabs to create some cool looking shaders that attempted to mirror Billy's art style.