Slime Swing (2019)

Local Multiplayer Game

Slime Swing is a two to four player arena game with four game types: Deathmatch, Kill Frenzy (Most kills in time limit wins), Gold Rush (Collect points) and Capture the flag.

The only way to traverse is to use the rope by swinging or pulling yourself and you can’t directly kill another player but can stun them as well as pushing and pulling them with the same rope you move your own character. Pushing them (or falling yourself) in environmental objects such as spikes, lasers and gaps will kill the player.

Note: All art seen within this project is placeholder art as well as any UI is to demonstrate the information that will be shown.

Detailed Information
Full List Personal Role & Tasks:
Design
Code
Some art

Engine:
Unity Engine

Platform:
PC

Software used:
Unity Engine
Visual Studio
Photoshop

Total Team Size:
Solo project

Other Videos


Ragdoll Control (2020)

Playback Ragdoll game

In Ragdoll Control you play as a group of hamsters that control a deceased human trying to blend in while achieving various (weird) tasks. The game is inspired by games like “Octodad”, “Happy Wheels” and “SUPERHOT”.

Time only moves forward if the player moves a body part. At the end of the level (regardless if the player succeeds or fails) everything will be played back in real time. Some levels have a suspicion meter, the suspicion meter fills if: The player’s limp are at a weird angle, both player’s feet are to far from the ground, the player loses limps and the player touches or kicks over certain items. The player fails the level if the suspicion meter is full.

Detailed Information
Full List Personal Role & Tasks:
Design
Code

Engine:
Unity Engine

Platform:
PC

Software used:
Unity Engine
Visual Studio

Total Team Size:
Solo project

Voice Jumper (2019)

Voice Controlled

A small game prototype in which you control the player with voice commands. Difficulty wise it would be similar to games like “Jump King” in which a small mistake will set you back quite a bit.

Voice System
The game uses the Windows Speech library. In unity the speech system has a noticeable large delay time between the speech and the result. In order to cut the time I more and less use the raw result data.

This raw data is a list of possible speech results but not yet the final result the system thinks the user said. The plus side is that it is faster, the down side is that it is less accurate. I kept the commands quite distinct to combat the lack of accuracy: “Jump”, “Back, “Dash”, “Move” etc and linked multiple words to the action. For example the “back” action listens to the words: Back, Bag, Flak, Pack etc.

Detailed Information
Full List Personal Role & Tasks:
Design
Code

Engine:
Unity Engine

Platform:
PC

Software used:
Unity Engine
Visual Studio

Total Team Size:
Solo project

Video version 0.1

CritterClass C#
V2 Preview Scripts (2017)
The following scrips highlight the systems that are used for the new version which is build from scratch. Note this is still very much a work in progress.

V2 Scripts
CritterBase (17/08/2017) [PDF] This is the main script for critters and all other scripts work with this script  GeneManager (17/08/2017) [PDF] This scripts handles Gene Expression, Gene Update and creating Mating Genes among other functions as well as holding the Mother and Father genes of a critter which can be passed on to offspring.  GeneBase (17/08/2017) [PDF] GeneBase holds all global logics for Genes.  GeneSkeletonBase (17/08/2017) [PDF] Inherits from GeneBase and holds all logic specific for the SkeletonGene in this case.  GeneSkeletonHardExo (17/08/2017) [PDF] An example of a basic gene. Any logic can be added here, it also holds which genes it needs to evolve/devolve and what it evolves into (As well as devolves into but this is auto set) and it can add any existing behaviours. It can also have an update function which is executed every frame.  CritterBehaviourController (17/08/2017) [PDF] This script handles and executes behaviours. Checking which one are highest priority and valid. Behaviours are added by genes and there can only be one behaviour active at the time. BehaviourBase (17/08/2017) [PDF] The behaviourBase script from which all behaviours inherent.  BehaviourWander (17/08/2017) [PDF] An example of a behaviour, it has a check if valid function as well as an execute function which is called every frame by the BehaviourBase if it is set as the active behaviour. The behaviour will be executed until it is no longer valid and can have any logic.

Survival of the Good Enough (2015 and 2017)

Code: Unity C# “Evolution Simulation”

Survival of the Good Enough is a simulation in which little tadpole like creatures (Norms) survive, breed (passing genes) and evolve.

In this project I combined my love for biology and evolution with my love and desire to learn more about scripting.

Version 2 (2017) Currently the entire project is being reworked from scratch to be more flexible and make it possible for Critters to evolve from Amoebas to Plants and/or different kind of creatures with any kind of genes and behaviours I can think of.

The goal is to have critters evolve into different species to create a proper ecosystem. The rudimentary critter systems are (in part) created, which can be viewed at the “V2 preview Scripts” tab.

Role highlight: – Scripting (C#) – Design

Engine: – Unity

Development Information
I created the simulation to improved my scripting skills as well as it being a “game” for myself when creating it.

Norms will feed when they are hunger, start as baby and grown and the males (blue) will breed with the females (red). Each norm has DNA which consists out of various genes, which again consists out of two parts that dictate how the gene is expressed and will be passed to their children (1 part of each gene from each parent).

Each gene has a positive and negative side (Eg: Speed will make the Norm quicker but also increase its hunger rate). For me the game is to see which genes of which parents become the most dominant and how changing the environment and adding more genes effected the “evolution” of the Norms.

Additionally genes unlock different food types: Plants, nuts (Needs special mouth gene) and mites (Carnivore). Different food types means different survival chances in different seasons.

Detailed Information
Full List Personal ​Role & Tasks: Scripting (C#) Design

Engine: Unity

Platform: PC

Total Team Size: Solo project

Fantasy Generations (2018)

More Info coming soon (Edited: 07/08/2020)

Fantasy Generation was an ambitious side project of myself to create a farming Simulation game similar to games such as Harvest Moon and Stardew Valley. The game is set in a fantasy land and has a focus on generations, breeding and traits. The player would be able to breed plants, animals and even go through multiple generations of the player controlled family, each time starting with new traits and even crossbreed player races to further the story.

A secondary focus of the game is modding, the player will be able to relatively simply add new items, placeable objects, consumables, animals, plants, and humanoid races as well as editing the existing ones.

This project is very much still in development.

Features in game
– Plant, water and harvest crop
– Feed and take care of animals
– Tools: Hoe, Water can, Pickaxe, Axe, Scythe, animal brush, animal tool (Milks, shears etc)
– Upgrading tool tiers increasing their effectiveness and use
– Stamina system (Can be regained by sleeping or eating)
– Resource gathering (Chopping wood, mining, stones, etc)
– Weather which affects plants and animals (Sun, Rain, storm, snow, snow storm, hail)
– Time passes while playing
– Days pass while sleeping
– Seasons (Spring, Summer, Fall, Winter)
– Wild plants growing and reproducing depending on seasons (Trees, shrubs, weeds)
– Stones and branches that contain resources drop when it storms
– Npc Villagers have a schedule which changes each season and with different weather.
– Npc Villagers go through generations the same way the player does.
– Npc Villager races. There are currently two different Npc humanoid races.
– Npc dialog system (depending on race, traits, season and weather)
– Developer tool: Level Editor
– Developer tool: Create new entities such as: items, tools, placeable objects, consumables, animals, plants, and humanoid races
– Developer tool: Dialog system to add and alter dialog of Npcs

Partially implemented features
– Animal, plant, player, humanoid Npc trait system
– Player character cross breeding races (Changing traits and furthering story in some cases)
– Player and villagers having children
– Building barns, coops and other buildings
– Upgrading buildings (Player house, Player build houses, and Npc houses and buildings)
– Player can buy animals
– Events and Festivals