Eira: Echoes of Adventure
Eira: Echoes of Adventure is a level based treasure hunter where the player uses a vacuum gun to terraform the world, rebuild broken structures, and engage with the environment in order to find their lost grandfather. I started this project on a team of 5 in my first semester of senior year, then we expanded to a team of 16 in the second semester. I primarily worked on the terrain terraformation, systems, UI and some gameplay. We worked over 4500 during the whole project, a lot of it remote work due to Coronavirus. We even got the game to a polished enough state to release on Steam. Go check it out and leave us a review!
Descent of Champions
Descent of Champions is a PvE competitive arena based brawler where players compete in combat based objects to win over the audiences favor. The audience is made up of live spectators that tuned in from anywhere to influence the game by amassing in game currency and spending it on spawning enemies, game events and personalized emotes. Our game was nominated for the following 6 awards: Best Prototype, Best Art Direction, Best Technical Achievement, Best Quality of the "3Cs" and the Audience Award. We won the award Best Integration of the theme. Our team put in over 2000 hours in 10 weeks and we would do it again to produce a game just as awesome as Descent of Champions.
Blind Fire
Blind Fire is a networked co-op top down shooter and tower defense game. One player uses an Android tablet to play the tower defense game while the other player uses a PC with the polarizing filter stripped out using glasses with polarizing film in them. The tablet player can not see most of the map tiles as removing the polarizing film from a PC makes the image unseeable. The two players had to work together in order to defeat all the mobs and keep their base alive. I made this game as my final project in my sophomore year. It was the first game I networked a game, using UNet which is now deprecated. Even though the game is rather complex and confusing, I had a blast making it.
Hoogan's Alley
This Hoogan's Alley clone was created in C++ using the SDL library for low level input and graphics libraries. All other systems such as collision, UI, basic gameloop, etc. were implemented by me. As the game is a clone, it plays the same as the original Hoogan's Alley. If you are unfamiliar, the player has 9 lives and must shoot all mobsters within a certain time for that round. If they are able to do so, they gain points to their total score. If they miss a mobster or hit a civilian, they get minus 1 to their lives. Even though this game was simpler than my other projects, it was interesting to program my own engine to see what potentially goes into the engines I use.
Networked Debug Tool
This network debugging tool was created for a networking final in my junior year with one other classmate. Our objective was to make a tool that we could use during QA of any of our future Unity projects. Generally during QA, we would have builds of our games so we could not access any data in the game if something went wrong. With our tool, you can track variables indefinitely or within a threshold and have them sent to a host server to have the information stored. When I get freetime, I plan on expanding on this tool to have a more robust frontend interface for the results as well as track more data and even record active gameplay sections for accurate debugging.
Website written by Tyler Chapman