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Dark Clouds

Other Work

Monster Battler

This is a WIP project which falls somewhere around Pokemon meets Chess. It is a turn-based strategy game which simulates teams of monsters battling each other using elemental abilities.

  • Uses a Grid-based system and AStar pathfinding

  • Features a Typechart similar to that of Pokemon

  • Every Unit has unique stats and abilities which focus around specialized playstyles and strategies

  • Inspired by Trion's Atlas Reactor, in that all units act in unison, rather than swapping turns

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Projects
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Procedurally Generated City

The Procedural City Generator is a simple project with a complex algorithm that allows for a tunable generation method to create cities of adjustable sizes with varying block size, city districts, layouts, aesthetics, and more.

  • Uses a combination of Voronoi Diagrams, Perlin Noise, Weighted Randoms, and Procedural Mesh Generation

  • Allowed me to learn a great deal about optimization

  • Involved very complex mathematics

  • Implemented different features, aesthetics, and building height dependent on city district

AI Simulation

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In this project, an entirely autonomous AI couple takes care of essential needs like hygiene, rest, entertainment, and socialization.

  • Utility Theory based AI

  • Entirely autonomous characters that can also be piloted with the press of a button

  • Uses Animation Events in combination with a custom event system

  • Simple state machine to handle actions and reactions

  • Multiple actions available to relieve certain needs, such as a phone call or talking to spouse for socialization needs

  • Many considerations per decision and action

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Game engine

This is a small engine which I built from the ground up, then used to make the game shown here; a top-down survival shooter with multiple levels and weapon types.

  • Featured an Event System

  • Supported Tiled level editor integration

  • TinyXML and XML serialization

  • SDL2.0

  • Box2D physics

  • Lua scripting integration

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