Projects Panel

Projects:
Showing posts with label projects. Show all posts
Showing posts with label projects. Show all posts

Saturday, 8 April 2017

The Inquest - Cursed Sword

Post #3 of my project open-sourcing and self-publishing initiative is a project I've been working on for a long time, off and on.




The Inquest - Cursed Sword (or, as I have come to affectionately refer to it, TICS) is my humble attempt to flex my puny web technology muscles and use my genuine love for making twines to make a twine that isn’t just an interactive story or a sad little tale that makes you feel like you just listened to a Smiths record (both of which are great things when done properly, I might add).

I’m planning to bring an interactive, high-fantasy world to life in my twine.

TICS is currently under development, and I intend for this post to act as a living diary of updates, so you can, if you are interested, track its progress.

This is where I’ll keep track of all the features I’m trying to implement(πŸ•), have succeeded in implementing(✅), and have failed in implementing(❌)


FEATURES, in alphabetical order

  • At least five cities/holdings in world that are fully accessible πŸ•
  • Combat system (will be PokΓ©mon-like) ✅ - combat demo
  • Commerce system πŸ•
  • Date-time systems πŸ•
  • Inhabitants that you can interact with and that have their own schedules. πŸ•
  • Joinable in-game factions πŸ•
  • Level-up system πŸ•
  • Multiple endings πŸ•
  • Overarching storyline πŸ•
  • Randomised combat encounters, with multiple enemies each having different strategies and movesets ✅ combat demo
  • Reputation system (will change NPC and faction member reactions to you) πŸ•
  • Sidequests πŸ•
  • Wearable/consumable items πŸ•
OPTIONAL, ADVANCED FEATURES (also in alphabetical order)
  • Ability to fight land wars ( This will probably be an extension of the combat system, with added repercussions for the world’s power balance. It isn’t very likely, but, well, let’s see where the story takes us)! πŸ•
TO BE CONTINUED (will keep updating as I think of features). If you’ve got a prospective feature you’d like to see included in the project, please leave it in the comments and I’ll get back to you on it! πŸ™‚

You can find the project in early prototype form on itch.io, and the source code on Github.

Friday, 7 April 2017

_holdline

_holdline is a passion project of mine, it's still under development - the start screen UI and minor gameplay features are the only things left to be implemented, however.



But what is _holdline, TOD?
_holdline is a less forgiving reworking of the classic Breakout game. It is also influenced by classics Pong and Space Invaders.

_holdline frees up the paddle from its restricted single plane-of-movement, and allows you to move the paddle over the entire playing field. It also allows greater choice in the direction in which you fire the ball when you are in striking range.

In exchange for these greater powers, I have increased the difficulty of the objectives, with enemies capable of damaging you and moving, as opposed to the static blocks of the old Breakout.

Why?
As you may know, this is part of my initiative to build up a decent online body of work in order to better appeal to potential employers. It's a bit of a "notice me, senpai", and I hope to God that that last sentence doesn't cost me a job.

Where can I get it?
Well, I'm currently hosting it on my fancy itch.io page, as a trial edition. If you're too lazy to jump pages and give a young indie game dev some clicks, I've embedded the whole thing at the bottom of the page so you can just play it right now, please.

EDIT: As of 14:38, 07/04/17 GMT, the source code of the _holdline prototype is available on Github. Capx files are available for working in Construct 2, and the full source code is also available for raw editing.

Controls
The only controls you'll need are your mouse and your arrow keys. Wait until the ball is above the paddle, aim, and click to fire. Survive for as long as you can and let me know how you scored!


Thursday, 6 April 2017

KickBall

A few months ago I completed this project in a few weeks for a course assignment. Say hello to KickBall 1.0! Well, I don't really plan to develop it any further, so KickBall 1.0 it'll have to stay.

What is KickBall?
It's a really basic football penalty sim, created in a few weeks using freeglut.
If you look close enough, you can even see my university ID!
There are a couple of small issues but on the whole, I feel, it's a pretty great little game.

Why tell you?
Well, if you're on this page, you must be here to learn about my projects, and I'm currently open-sourcing all of my tiny little private projects and coursework in order to reach a wider audience and hopefully have a decent body of work to show off.

Controls
You can use the arrow keys to align the movement of the ball up and down. You have a limited number of tries to clear the whole wall of targets. You can press F to get a "follow the ball" view, where the camera follows just above the ball as it travels.

Where to get it
First of all - wow, thank you! I didn't really expect anyone to read this far in. Secondly, as of right now, the project can be found on Github in forms that come source-code included or source-code-less and playable, or downloaded from itch.io in ready-to-play form or directly downloaded (from Github) in playable form.

Your friendly neighbourhood gamedev, TOD