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PaulB-H/README.md

Paul Bernard-Hall

Game Developer
              Unity, C#, TypeScript, Node, Ubuntu

Year 1 Student of George Brown Game Programming
Entering Year 2

Luxembourg Dual Citizen - Looking to move to the EU after graduating


May 18, 2025

~~~ Brainstorming Session ~~~

~~~~ Unique Shield Properties ~~~~~~

Equippable items. Rare drops or quest rewards. Lost upon death.

Percentage values in brackets may be variable.


Unique Shield Properties

Strong Surface

  • Reduced incoming shield damage for first (15%) of energy capacity
  • Increased incoming shield damage for last (25%) of energy capacity

Focused Matrix

  • Damage to shield does not drain energy (normally drains energy 1:1)
  • Disabled for ({0.5} seconds) when activating weapons

Energy Vampire

  • Damage to shield boosts damage output by (%) temporarily
  • (90%) increased shield drain amount
    • (x = drain amount) = (x + x * 0.9)

Boost Bubble

  • (x = 15%) Increased speed for the first ({y = 3} seconds) while shielded
  • Cooldown equal to ({y} * 2 seconds), starting after deactivation
    • Does not prevent normal shield functionality

Turtle

  • Doubles shield capacity
  • Reduces max thrust & boost by (30%)

Stalker

  • Cannot be tracked by the following while active:
    • Turrets
    • Homing Missiles, Suicide Drones
    • Sensor Beacons
  • Slight scramble to enemy "Aim Skill" (lead calculations)
    • May disrupt aim calculations to cause over or undershoot
    • ( + - 2%) would be enough to seriously disrupt aim
  • (50%) shield damage bleedthrough to ship (normally 0%)

Second Life

  • Upon running out of energy, refill energy to 100%
  • Prevent energy regeneration for ({10} seconds) when activated
  • Cooldown of ({45} seconds)

May 17, 2025

Finally getting around to some AI improvements. I want to have some difficulty scaling for NPCs, and one way I have implemented this is using two properties, "Rotation Speed" and "Aim Skill". The first is self-explanatory, while "Aim Skill" controls how well the NPC can track you and lead their shots. When you are orbiting an NPC, you may have a high angular velocity relative to them, and since my weapons currently have a travel time (not hit-scan), both player and NPC have to do this (leading shots) to actually hit.

I can also adjust this during runtime, so a skilled NPC might still have some miss streaks, and the inverse for a weaker NPC. This will help make the AI feel more natural.

You can see below one NPC can track and hit quite well while the other struggles.

npc_tracking_skill_variation.mp4

I got vHierarchy/Folders/Inspector 2 during the sale and just got around to actually trying it, now I cant go back. It just a few pure QOL enhancements, a couple I particularly like are bookmarking things at the top of any tab, and the back/forward buttons in the inspector. vFavorites and vTabs are pretty handy too.

vFolders2_vInspector2_vHierachy2_features

Also trying to figure out how the inspector labels and styling work. My goal is collapsible Header sections, not quite there yet.

editor_inspector_labels


May 13, 2025

New laser with glow effect, added extra trail effects when boosting.

new_laser_and_boost_effects.mp4

AI overhaul underway. Followed by the long overdue upgrade system, and some scaling enemies.

Not 100% sure how I will handle actual equipment. I think there might be some base upgrades you can do to your ship that will never be lost (even upon death) but then you could acquire special parts with large bonuses or unique effects, but that WILL be lost upon death.

Here is a closer look at the updated ships so far. This is using All in One Sprite Shader.

They all have normal AND emissive maps.

The cockpits are made with a simple SpriteShape, and a colored light under them.

updated_ships.mp4

And a look at the system again. I made the asteroid belt rotate once more since I kinda have the player moving correctly as a child of the moving belt, thanks to using Extrapolation instead of Interpolation on the players rigidbody.

space_game_overview_system.mp4

Also made an emissive map (although the shader really didnt requireee it...) to make this hazard in the race glow nicely (and some heavy chromatic abberation)

crystal_asteroid_emissive_chromatic_abb.mp4

May 13, 2025

Figured out how to use the reflection probe that comes with Enviro 3 setup, and how to enable reflections & planar reflections on the Crest water system as well.

Also enabled ACES tonemapping in postprocessing.

ACES_Beach.mp4

May 11, 2025

Got a nice beach setup to show off the stunning Crest Shallow Water System.
It uses fluid dynamic simulation for shorelines, shallows, or rivers with real flow.
MicroSplat/Verse Terrain.

restarting_simulation.mp4

May 11, 2025

Getting comfortable with MicroVerse/MicroSplat, Crest, and Enviro. Really loving Unity so far.

Creating gameplay / player controllers / npc next, now that I can create the environments I want.

..But I might just sit here a bit longer.

sunset_reflectProbe.mp4

Crest 5, Crest 5 Shallow Water
Enviro 3 ( + Reflection Probe)
MicroSplat/MicroVerse


May 7, 2025

Passed math 😎
Linear Algebra and Geometry is much simpler so far.. phew..

Here are some projects from Semester 2:

https://paulbh.com/leapknight/

https://paulbh.com/sonic/

https://paulbh.com/state/

Here is a larger space game (Work in Progress!)
More of a tech demo right now, but not much left to implement to finish the game loop
Windows & Linux Builds only - Mac build on the way..
itch.io/orions

Here are some things I am working on

and some examples from projects

MicroSplat + MicroVerse, Enviro 3, Crest 5

microsplat_microverse_enviro3.mp4
terrain_static_streams.mp4
terrain_static_lava.mp4
terrain_displace_and_tessellate.mp4

tiling_vs_stochastic

swimming_is_hard.mp4

Opsive Ultimate Controller + Crest 5

swimming_working.mp4

For Orions Shore

All in 1 Sprite Shader for Normal + Emissive
Used Laigter for the normal map: azagaya.itch.io/laigter
Used Krita to manually paint the emissive map
Created transparent SpriteShape with a light underneath for the cockpit

normal_plus_emissive.mp4

The dynamic particle system was a bit overkill since removed
Base sun + sprite sheet prominence still in though

new_sun_with_post.mp4

Early Earth before upscaling:\

new_earth_final.mp4

From LeapKnight
The attack was an extra I added and not requirement
It also has its own achievement for jumping over or killing the slime\

working_attack.mp4

Attack Animation from State Machine

attack_animation.mp4

Music

Recent

@DreamwaveCity
Funkwave
https://www.youtube.com/@DreamwaveCity

@dreamfibre
Ambient, Soundscapes
https://www.youtube.com/@dreamfibre

@ambientoutpost Ambient, Soundscapes
https://www.youtube.com/@ambientoutpost

@Frequency2024
Synthwave
https://www.youtube.com/@Frequency2024

@Retroversee
Retro Synthwave
https://www.youtube.com/@Retroversee

@VISION84
Retro Synthwave
https://www.youtube.com/@VISION84-No5

@Sxnctuary_
DNB, Breakcore
https://www.youtube.com/@Sxnctuary_

Pinned Loading

  1. breakout Public

    Breakout made with Phaser

    TypeScript 3

  2. digitalrain Public

    An implementation of "Matrix Digital Rain"

    JavaScript 1 1

  3. simple_sockets Public

    A socket.io chat application

    JavaScript

  4. flowerpaint Public

    Draw with flowers on a Canvas

    TypeScript

  5. designsbytabitha-nextjs Public

    Portfolio of Tabitha Bernard

    TypeScript