Game Prototype: Ghost Maze

ghost-maze

Two updates in one day! This is another project I worked on that involved using State Machines. This time, there’s only two objects using them, your Ally and the Ghost. However, they’re much more complicated than the states in the Ecosystem since that was more of a test. Ghost Maze is much closer to a game as there are loss and win conditions but, it is still pretty basic, with only one version of the maze and only one ghost in said maze. The main idea behind this prototype was what if the player was the escort in an Escort Mission? Thus the player can only follow their Ally, call for help if they see the ghost, and of course, run. If I were to take this further, I’d definitely add a number of variations for the maze, more ghosts  and maybe a couple more options for the player. I hope you have fun with it!

Build and Project File: https://drive.google.com/open?id=0B3gbYOhq2jlnejhlU3NaWXFNQVE

Continue reading

Game Concept Prototype: Ecosystem

ecosystem

Finally adding some more to my Portfolio! This time, it’s a simple proof of concept/prototype. The goal was to build a miniature ecosystem using State Machines. This was my first time working with Unity’s Behaviour and State Machine plugins, but it was a fun little project. The goal is to simply move the player around and see how it interacts with the other objects, and how those objects also interact with one another. So here’s a link containing both a Build of the game if you just want to mess around, as well as the actual Unity Project file as it allows you to directly watch the States as they occur. Click Read More if you want to see some images of the State Machines themselves. Enjoy!

Build and Project: https://drive.google.com/open?id=0B3gbYOhq2jlnVlgzR2d0N2JLT00

Continue reading

Game: Crimson Silver

crimsonsilver-titlescreen

With every major aspect of Crimson Silver’s development covered, it’s finally time to post the game itself! Unfortunately, I’ve lost access to the server that I kept earlier Unity games/projects on. So instead, I’ll be using Google Drive to give access to the PC and Web Builds of the game. The Web Build is of course smaller in file size, although this prevents you from editing any settings for the player. But if you want to quickly play the game, the Web Build is the way to go. Enjoy and please leave any comments you might have on the game!

Web Build (11mb): https://drive.google.com/uc?export=download&id=0B3gbYOhq2jlnaUJWQzdGcnh0Wjg

PC Build (22mb zip file): https://drive.google.com/uc?export=download&id=0B3gbYOhq2jlna1c0RHRpa2UxdVE

Game: Crimson Silver – Level Design

crimsonsilver_logo

We’re almost there! Now that the Programming has been covered, all that remains to talk about is the Level Design. I had two goals in mind when designing the first level of Crimson Silver. The first was to make a level that slowly introduces each enemy and element, before bringing them together to create a fun level that’s a challenge, but not too hard overall. The second goal was to make a level that was believable for the setting as it takes place in the past, and not in a fantasy world. The result was creating three distinct areas of the level that increased in difficulty and changed in style. Let’s take a look…

Continue reading

Game: Crimson Silver – Programming

levelstart

With Art done and dusted, we come to one of the most important parts of game design, the programming. On one hand, I consider myself to be a pretty good programmer; on the other hand, this is probably the hardest part of the process to explain in words and images. But I’ll try regardless! To start, in Unity (the dev tool I use) you have two default languages, C# and JavaScript. I use C# and generally prefer how it’s somewhat more detailed than JavaScript. With that said, let’s move onto the programming within Crimson Silver…

Continue reading

Game: Crimson Silver – Art and Animation

_arianna-selene

With the Concept and Planning done, we now move onto the Art and Animation part of Crimson Silver’s development. I would say about four months (out of ten) were spent on these two areas, with art taking up most of that. Now all parts of game development take a while, especially when you’re making it on your own. However, art and later animation took so long because of the slower process I have to make the sprites for the game, as well as just not being an artist. I have no tablets or other special drawing tools to streamline things, and I certainly wouldn’t try just using a mouse to do it. So how exactly did I make the artwork and sprites for Crimson Silver? Well…

Continue reading

Game: Crimson Silver – Concept and Planning

crimsonsilver-titlescreen

Instead of a review this week, I’ll be writing a series of posts on my game, Crimson Silver. It is not a full game yet, as the playable build I will be uploading in the final post only contains a tutorial and the first level. So it’s currently more of a game demo. Nevertheless, I will be covering in detail the work that went into making this game, starting with the concept and planning. Crimson Silver was a solo project I undertook last year, taking about 10 months to finish the current build. With that said, let’s explore the world of solo game design…

Continue reading

Game: “3 o’Clock”

“3 o’Clock” is a 2D Side Scroller developed during Sheridan College’s February 2014 Game Jam. I was the main (and only) programmer for the project. It won the Industry Choice Award from Ubisoft.

Note: The theme of the Game Jam was Anti-Bullying. For now, only a Web and Windows Build will be available. Mac and Linux can be added if requested.

Online Version (Unity Web Player Required):

http://www-acad.sheridanc.on.ca/GAME24579/cadeachr/3oclock/

Continue reading