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My Games

1v1 Me Bro! (2019) - Final Year Project

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1v1 Me Bro is my final year project submitted in May 2019 for The University of Brighton's Computer Science (Games) course. A link below has been provided to my Itch.io page where you can preview the project and download it to play it yourself, as well as a link to my final report which covers all the technical documentation for the project and source code hosted on Github.

 

The topic for this project is Multiplayer Networking in Games. Over the course of several months, I have created a 1 versus 1 First-Person Shooter (FPS) game, where the focus behind the project has been to gain a deeper understanding of how multiplayer networking in games actually works, and have a chance to experience not only developing more in a 3D environment, but also expand to creating a shooter game, working on the core mechanics that make the game feel right from a first-person perspective and getting a chance to work with 3D shooting mechanics which I hadn’t had experience with previously.

My aim was to create something that was completely new to me, and make something that I could be proud of, which I certainly think I achieved. Originally, I had many fears about whether I was going to be able to get a game running over the internet, but through hours of researching and implementing, I was able to create what I set out to do.

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*IMPORTANT* - The Phaser.io games sometimes do not run properly in Google Chrome and you may experience lag. If this is the case, try using another browser such as Microsoft Edge or Firefox. Alternatively you can clone the repositories and run them locally from the html file included.

Dungeon Master (2017) - Unity

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This is my first solo game made using Unity. It is a 2D Top-Down Exploration-Style game with 2 levels, where the player must use the keyboard to explore the map, and find keys to unlock doors blocking the path to the exit. along the way there are Numerous 'Chalices' that are collectible items that give the player currency. There are spiked rocks along the way that will damage the player. The game was the first thing I made using Unity, and as such is not only very basic, but also has many unfinished features and a couple of bugs. The game is currently left as an unfinished project

Many assets were made by myself using PiskelApp, aside from: Audio from TheFatRat and ZapSplat (Under ZapSplat Standard License); Font from 1001Fonts; Logos using FlamingText, Map Tiles from Hyptosis implemented using Tiled and Tiled2Unity; Gold Pile from Clint Bellanger.

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Delta-Zone (2018) - Javascript using Phaser.io

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This is my first solo game made using Phaser.io in Javascript. It is a 2D Top-Down Arcade-Style game with iterative levels, where the player must use the mouse to shoot waves of approaching zombies. Zombies use a primitive "moveTo" approach to follow the player, allowing the player to utilize the environment to slow the game down. Utilities available to the player include the handgun, 3 health packs around the map, and a sense of determination. Local Highscores are saved to the browser. 

Most assets were made by myself using PiskelApp, aside from: Audio from TeknoAXE (Under Creative Commons Attribution) and ZapSplat (Under ZapSplat Standard License); Buttons using DaButtonFactory and ZeroSprites; Logos using FlamingText, Map Tiles from Hyptosis implemented using Tiled. Brackets was used as a text editor during developement. 

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Tankk (2018) - Javascript using Phaser.io

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This is the second game I've made using Phaser.io in Javascript, and it was created as part of a group project alongside Joshua Ruane and Leandro Santos with me as project leader. It is a 2D Top-Down Arcade-Style game with iterative levels, where the player is a tank that must use the mouse to shoot waves of approaching enemies. Enemy tanks use A* Pathfinding to make their way across a walk-able layer towards the player's base. If the player crosses their path along the way, the player becomes the target, otherwise once they are attacking the base they are no longer concerned with the player. Local Highscores are saved to the browser. 

References

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Return to Kreswick (2018) - Unity

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This is a game submission from myself and Leandro Santos for the Lundum Dare 43, 72 hour Game Jam from 1st December 2018 02:00 to the 4th December 2018 02:00. Out of 1750 submissions, we came 815th with an average score of 3.056 / 5.

The theme of the game is "Sacrifices must be made". You play as a wizard who is returning to his home village, only to find out that the village is under attack by a horde of monsters. You must make your way through the various passageways in order to make your way to the village, choosing either to fight and protect the villagers (Gaining the power of the Light - Reducing Enemy Rage, and thus Enemy Health), or avoid fighting and stock up on power to increase your damage. There are shrines and Minx cats located around the map which can prove addition stat modifiers if found.

Reflecting on what we made during the jam, we feel that we took on quite a complex project for the short amount of time we had given our 2-man team. We tried our best in our first ever game jam, and I think it was a really fun experience that I'd love to repeat, although I will make sure to work on a project that gives us plenty of time to completely polish as this version had too many bugs to fix in time. We both also learnt a lot during the jam, and have a couple that we are preparing for already this year.

Assets were not judged in this jam almost all the visual components of the game were acquired through the Unity Store / sourced online from either royalty free websites or downloaded for free from online asset stores such as SketchFab.

The voiceover and monologue were created by myself, and I took the role of lead programmer working on the game scripting, audio, scene management, player abilities and camera, menu, and finding assets to use. Leandro worked mostly on the environment, enemy animations, enemy scripting, UI and also finding assets to use.

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Flags Must Be Flown! (2019) - Unity

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This is a game submission from myself Leandro Santos, and Roman Liewehr for the University of Brighton GAY(M) Jam, 48 hour Game Jam from 23rd February 2019 10:00 to the 25th February 2019 10:00. Scoring still under way.

The theme of the game is "Flags must be Flown", and we felt that it was also a perfect name to describe our game concept. You can choose your character once you start to play the game, as to be inclusive as possible we added many styles of character models. When the game starts, you wake up in your room on the day of Pride, and you realise you missed your alarm and have 3 minutes before you're going to be driven to pride. You have to go around the room and search the cupboards to find things to wear. The items you find can be worn on their own, however you can craft them into more flamboyant items that will score you better at pride. The final scene will take you through the pride festival and the crowd will judge your score using emoticons.

We are all really happy with what we managed to achieve during the jam, I think we had spent many hours bug fixing in the end and trying to get things to work, but we did achieve a product that not only works, but we feel is fun to play and represents the theme of the jam very well. There are noticeable bugs during the game, and the inventory system is not as smooth as we had originally hoped, but we hope that if you play the game, you will enjoy it as much as we enjoyed making it :)

Assets used during the game jam we sourced from royalty free sites or created by us. All references are listed in our game and crafting guide on itch.io.

As for my part, I took the role of lead programmer as I had the most experience, as well as project leader to help manage the workflow and optimise our time efficiency. I also contributed heavily to map creation, user experience, and design. Scenes I am responsible for: Settings, AboutUs, Introduction (Text from Nikola Doanova), Character Selection, Pride, and Score. I also had a large contribution in the main Game scene creating the map, integrating unity store assets, and handling the player. All scripts in this game were created by myself.

For the other members, Roman Liewehr was responsible for much of the asset production for the game, handling all of the in-game items and sprites, Audio and procured animations for me to implement and control from the character selection screen into the game. He is also responsible for the Menu scene and the user guide and documentation.

Leandro joined us later in the game, and was dedicated to fixing many of the interaction bugs with the inventory system in the game, and is responsible for having it up and running in time for the deadline. He is also responsible for the Controls scene.

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