Wyvern's Warren is an ascii-art, text-based adventure game set in the deep (fictional) caverns beneath the Cadman building, where most of my first-year classes took place.
You play as an unnamed lecturer to the university, making your way through a maze-like environment, encountering abandoned puzzles, strange treasures, and friendly goblins, eventually facing off against the Wyvern of the caverns.
The goal of this game was to achieve a laughably-odd vibe, and a non-serious tone, somewhat inspired by writing style of The Hitchhiker's Guide to The Galaxy.
This was my very first time programming any sort of videogame, whilst the code feels simple looking back on it now, I really learnt a lot from the experience of developing it.
I found it especially fun and challenging trying to code the ascii-art map that slowly revealed itself the more you explored the caverns.
Hullbreaker is a fast-paced, sci-fi themed 3rd person shooter, based in outer space. You play as a small tank, making your way through the lower bowels of the ship, taking down a variety of enemies with a variety of interchangeable weapon types.
Hullbreakers was my first experience creating a 3D game, with emphasis on using Unreal Engine's blueprint features to make the game mechanics.
One of the main challenges I faced whilst working on this project was the logic for the enemy-movement: trying to blueprint patrolling, random movement, and chasing enemies was a fun opportunity to test my understanding of the game engine.
Lightborne is a small, narratively-driven, puzzle-themed game-demo with focus on light-reflection.
You play as a small eye, with monikers interchanging from different NPCs as you progress through solving each puzzle laid out before you.
The narrative elements of this demo are more subtle in nature, leaving an open-ended sense of ambiguity that leaves the player interpreting the themes as they wish.
Game Prototyping was dedicated not only to game-creation but also to coordination, scheduling and time management, making documentation of progress integral to the module as a whole.
I got first-hand experience using a variety of different tools to plan, track and reflect on my work, which was all regularly documented for my lecturers to review.
The biggest challenge I faced during this project was the time-management surrounding the road blocks faced when coding the raycasting logic of the light beams and reflections, but overall I found it really rewarding to have made a piece of code I find clean and satisfying.