VANIAC MANIAC!! is a first person auto-walk using only mouse controls.
The game revolves around venturing down hallways and making the active decision to start or stop running, evading monsters traps and whatever other horrors patrol the derelict halls.
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The first of the six games made for one class: VANIAC MANIAC!! is a mouse-only survival game where your goal is getting as far as possible. Featuring a simple upgrade system and boasts a roster of TWO monsters. My first time working this fast, I learned quickly how to do random / procedural generating rooms and how to make a game feel enjoyable to play. This was a good lesson in how to properly scale a project for me and would go on to set the tone for the rest of the projects.
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Most assets created for the game were done in either Blockbench or Aesprite. This game was completed in a week.
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Made in GODOT 4.4 and is playable.
vamoose calaboose is a surreal 3D/2D puzzle game that seeks to.. be an experience.
Revolving around the idea of breaking out of a Calaboose or a Jail, in a strange environment where what should be 3D is 2D and vice versa. Working on this project was a headache but I pushed through anyway.
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Suffice to say, this game was a CHALLENGE to make. It was given with a twisted prompt to make a game have a 2D - 3D swap but to take that literally. UI? 3D. Models? 2D. I did what I could to make the game look its best. To play it is another story. This game is… confusing to say the least, but it is graphically pleasing(?). As a whole, the biggest challenge was the graphics, the gameplay is rather simple once the controls are figured out, though the puzzles are rather.. confusing?
(Though the confusion is intentional.)
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Almost all assets were created in Aesprite, with the music being made in BeepBox. This game was completed over the course of two weeks.
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Made in GODOT 4.4 and is playable.
Ebbed Well is a text-based RPG that uses only around 16 images.
All about explore the depths of the Ebbed Well, this game takes the player through an uncanny experience. Each floor the player is given the choice to eather Analyze or Descend further into the well, though various foes lurk beneath the surface.
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Ebbed Well was an experience to make, I had loads of fun dreaming up the various monsters and creatures that lurked within the well. The final boss which will be displayed in the video, utilized a static shader that allowed it to feel untouchable.
An upgrade system and more were added as this game was fleshed out and runs well
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All assets were created in Aesprite, with the music being made in Ultrabox.
This game was initially finished in a week, but then was returned to for three more weeks.
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Made in GODOT 4.4 and is playable.
Violet Stormdance is a 2D Bullet Hell that is focused on sound.
Primary loop of gameplay is that the player uses an umbrella to protect themself against the incoming onslaught of bullet. The bullets and their respective patterns are telegraphed solely by sound.
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This game was rather fun to create, and I had a good sense of enjoyment figuring out how to set up an audio system to telegraph the bullets. The controlling of the umbrella was also fun to create, especially making it feel weighed. The graphic polishing was another high point for me, and making this game look and feel good to play through was a nice goal of mine.
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Almost all assets were created in Aesprite, with all sound being made in UltraBox. This game was completed in one week.
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Made in GODOT 4.4 and is playable.
Ocular Downfall is a 2D platformer taking place in some sewage system.
Ascend, Ascend, Ascend!! Ocular Downfall seeks to push the player to their platforming limits by being rather difficult to complete. You charge up your jump, try to land properly on pipes or floating crates and pray you don’t fall into that pesky water.
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I created some simple water physics with floating crates that spin and float and occasionally sink. Concocting aggravating controls for the user to play with and to allow for Ocular Downfall to be a… “great” and “enjoyable” gaming experience that totally would not infuriate anybody.
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All assets were created in Aesprite, with all sound and music being made in UltraBox. This game was completed in one week.
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Made in GODOT 4.4 and is playable.
Descending Blade is a 3D Action RPG that procedurally generates the map each time.
Wielding a trusty spear the player stabs various piles of living sludge in front of them. Evading attacks and pursuing a mysterious dungeon in order to continue ‘attuning’ deeper.
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This game was interesting to say the least, it was my first time playing around with a noise map and learning how to interpret and utilize it through code. The generation was fun to play with in a voxel format and optimizing the code to ensure this game can run well. Or.. as well as I could get it running. Gameplay-wise, due to deadlines, the game is very simple in nature. Minimum combat and a more focus on exploring the ever changing map.
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Assets created in Blockbench and Aesprite, with all sound being made in BeepBox. This game was completed in one week.
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Made in GODOT 4.4 and is playable.
Pictured: Concepting for DCM’s UI.
DROUND: Colorless Masquerade is a 2D Action-platformer that is primarily grayscale.
Centered around a single simplistic stage, Colorless Masquerade seeks to be the successor to D:EMO. It features a massive improvement to controls and game feel alongside remastered textures and UI.
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Starting Colorless Masquerade was a fun endeavor, it was a chance for me to revisit and remake code from the ground up. The controls for Paintricia were completely altered, being changed to be faster, more responsive, and generally more engaging. She has much more moves now that all play off of each-other, though programming this was quite the undertaking. Designing the UI took me a minute, as the first go around was not to my liking and I felt as though it could be more appealing.
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All assets were created in Aesprite, with all sound being made in BeepBox.
This game is still being worked on and has been in development for about 6 months.
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Made in GODOT 4.4
Anything Throws is a 3D puzzle physics game.
A group project and a stand out here as it is the only game not solely developed by me. It centers around collecting objects to throw at a wall and break it down.
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Not much footage of Anything Throws has been thrown around, but this project was not my favorite to say the least. While I did get to exercise my programming within Unity and had a little fun creating the programming for the wall and designing a forest. Most of my time was to be spent cleaning up code and making sure the game is going to run. The project may not have been ran in the direction I would’ve preferred, but overall not the worst experience ever.
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For this project, my work was doing the programming, centering around the destructiveness of the environment and throwing.
This game was completed over the course of 3 months.
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Made in Unity