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GameDev.html
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GameDev.html
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<!DOCTYPE HTML>
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<title>Game Development JD</title>
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<h1 style="padding-top: 1em; font-family: 'Nabla';font-size: 6em;" >
<span class="nabla">P</span><span class="nabla">R</span><span class="nabla">O</span><span class="nabla">J</span><span class="nabla">E</span><span class="nabla">C</span><span class="nabla">T</span><span class="nabla">S</span>
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<h2 id="outline">MVPs & and WIPs</h3>
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<section "padding-bottom: 10%; overflow: hidden">
<p><strong>I've developed many MVPs, and experimented with a variety of genres and fragments. Most of my projects are fairly small but focused on a single concept key to a genre, like bullet pooling, melee/contact interactions and voxel mesh generation. I also like to extend my implementations wherever possible, to a small but viable MVP or a fragment of a larger potential project.</strong></p>
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<div id="Ultra-Game-Jam" style = "padding-bottom: 10%; overflow: hidden">
<span>
<h2 id="outline"> 2D Top-down | <a href="https://itch.io/jam/ultra-beginners-jam/rate/1144371">Devil's Revenge (Ultra! Game Jam)</a></h2>
</span>
<span class="image left"><img src="images/GameDev_Devil01.png" alt="" /></span>
<p style="min-height:100%">
I've experimented with the bullet hell shooter genre during the Ultra! Beginners’ Game Jam, where I completed a “well cemented” gameplay loop in my minimum viable product. The theme of the game jame was an ‘ULTRA’ factor which I expressed through both the bullet-hell aspects and the angel v. devil setting. Had I had more time, a score and style mechanic could channel the ‘ULTRA’ feeling. Additionally experimenting with selective bullet barriers, fixing bugs, and cleaning up the UI would all be possible in a second iteration.
</p>
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<div style = "padding-bottom: 10%; overflow: hidden">
<span><h2 id="outline">2D Sidescroller | melee and enemy demo </a></h2></span>
<span style="width: 100%; float: left;">
<span class="image left" style="max-width: 33%"><img src="images/GameDev_Sidescroller01.png" alt="" /></span>
<span style="width: 60%; float: left;">
<p>
I created an enemy system, with adjustability for several factors. I also handmade 2D pixel animations and Unity animators to create a small melee playground with potential for a fully-fledged game playthrough.
</p>
<div style="width: 50%; float:left">
<li>Enemy scripting and animation</li>
<li>Melee system</li>
<li>Character animation</li>
</div>
</span>
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<span style="max-width: 50%; padding: 4px; border-radius: 10px; float: left;">
<img style="max-width: 100%;border-radius: 4px; float: left;"src="images/GameDev_Sidescroller02.gif" alt="" />
</span>
<span style="max-width: 50%; padding: 4px; border-radius: 10px; float: left;">
<img style="max-width: 100%;border-radius: 4px; float: left;"src="images/GameDev_Sidescroller03.gif" alt="" />
</span>
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<div style = "padding-bottom: 10%; overflow: hidden">
<span><h2 id="outline">Battleship (HSC Assignment)</a></h2></span>
<span class="image right" style = "max-width: 40%"><img src="images/GameDev_Battleship01.png" alt="" /></span>
<p style="min-height: 100%">
My most complete game is my HSC Software Design & Development Assignment. The assignment worth 50% consisted of both documentation and implementation of a classic Battleship game. We were required to use vb.NET and a single .NET form on a single computer for the entirety of our game. I Implemented a variety of features both to fulfil requirements and to experiment with the limits of Battleship as a game.
</p>
<a href="https://github.com/Tinylad/SDD_Battleship"><img src="https://github-link-card.s3.ap-northeast-1.amazonaws.com/Tinylad/SDD_Battleship.png" width="460px"></a>
</div>
<div style = "padding-bottom: 10%; overflow: hidden">
<span><h2 id="outline">VR | Voxel Dungeon Crawler / RPG WIP</h2></span>
<div style ="width:100%; overflow: hidden">
<span class="image left" style="max-width: 250px"><img src="images/GameDev_DungeonCrawler01.gif" alt="" /></span>
<p style="min-height: 100%">
An experimental project focused around different elements of a Dungeon Crawler (weapon generation, weapon customisation, combat, enemies, levelling, UI, dungeon generation etc.) with a voxel style. Currently, the project is very fragmented due to the limited time I'm able to set aside for this project.
One key feature I was hoping to implement was dynamic, realistic voxel mesh damage however that still proves impossible to optimise especially for standalone headsets so compromises must be made. As such I'm familiar and experimented with dynamic buffering and vertex shaders and some other optimisation methods.
</p>
</div>
<div style ="width:100%; overflow: hidden">
<span class="image left" style="max-width: 250px"><img src="images/GameDev_DungeonWeapons01.png" alt="" /></span>
<p>Additionally, I'm making progress (mostly conceptually) on a power level system for enemies and gear with a stat system using base, boost and effect (i.e. base level, positive or negative gear effects, percentage buffs / debuffs from skills).
Dungeon generation has been created in a minimal implementaiton, I discovered an algorithm for 3D procedural dungeons and made some changes and implemented meshes and mesh generation.
There are many more fragmented parts of the project that I've toyed with to understand how they might be implemented fully and to check the restrictions of Unity and Unity's toolkits.
</p>
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<img style="max-width: 100%;border-radius: 4px; float: left;"src="images/GameDev_DungeonMap_Holo.png" alt="" />
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<img style="max-width: 100%;border-radius: 4px; float: left;"src="images/GameDev_DungeonMap_Mixed.png" alt="" />
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<img style="max-width: 100%;border-radius: 4px; float: left;"src="images/GameDev_DungeonWeapons02.png" alt="" />
</span>
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<img style="max-width: 100%;border-radius: 4px; float: left;"src="images/GameDev_DungeonCrawler02.png" alt="" />
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