Experiments
Current
Mini-Golf
A silly collaboration with the wonderful and amazing Kathryn! This is also my first time making a true 3D game, so it continues to be a learning experience.
Naginata Shiai
I'm learning the martial art of naginata, and this is my attempt to make a game out of shiai (sparring). The animations are calculated in 3D and then displayed with a custom perspective rendering setup. It's been challenging but rewarding to learn some 3D character animation.
n-cala
After designing a way to play mancala with three people, I decided to generalize it to an arbitrary number of players (and other parameters) and turn it into a video game.
Past
Et si on piqueniqueait ?
What started out as trying to make a cute little game about finding a nice spot for a picnic with other animal and plant characters quickly devolved into coding a naïve raytracing algorithm with an increasingly wide array of effects. The game is technically 2D, though I implemented 3D collision and lighting to match the faux-3D isometric style. Getting the lighting to run at acceptable framerates was a constant challenge, but I'm really happy with what I accomplished. In addition, I turned the raytracing algorithm into a custom method for rendering 3D voxel models onscreen.
Isometric D&D Battle Map
Building on my previous experience with the 2D isometric style, I made a program to serve as a battle map for D&D or other tabletop RPGs. The terrain drawing tools act like the scene is 3D, and it can be rotated to four different angles. Characters with default or custom sprites can be placed, moved, and rotated as well. Finally, the program allows multiple users to connect to a host, and everyone can see and edit the same map.
The art for this project was exported as 2D sprites from 3D voxel models I made in MagicaVoxel.
Chronoviridia
This unique take on a rhythm game uses a clock hand as an input line! In addition to the standard tap and hold notes, special note types can change the position, direction, or number of clock hands. Although there are very few full charts, the game comes with a built-in chart editor. This project was very fun and quite challenging, as rhythm games demand a bit more precision and consistency than many other genres. This project also helped me gradually improve my pixel art.
Forestcrawler
Although the concept of this game changed many times, the current version requires you to collect orbs to unlock doors in procedurally-generated levels. The game also has some support for two-, three-, and four-player split-screen co-op, as well as dangerous obstacles that inflict conditions to inhibit the player character. Other features in development are enemy pathfinding, biomes with different room generation paramters, and larger-scale progression items.
Sword Test
While I originally intended the colorful orbs as simple placeholder sprites, I grew to enjoy them and decided to make them squishy; this posed quite a challenge! This game also provided an opportunity for me to learn to make computer-controlled opponents. Simple, chaotic fun!