Boulder is a 2.5D Super Smash Bros. esque brawling game that is completely online. Players group up into teams and fight eachother. When someone on the other team dies, the team that killed them gains priority of the battlefield. The goal of the game is to move the battlefield all of the way into the enemies territory. When the enemy team kills the person who has the priority, they then gain it and can move the battlefield back.
This game was made in Unreal Engine 4 using Unreal's blueprint system with a team of 2 programmers and 3 artists. I created the hosting/joining system, Steam integration, and UI functionality.
Loque is an educational 2D-platforming game. The objective of the game is to get to the end of the level with as little points as possible. Getting hit by lasers, spikes, or lava will increase the number of points you have. In order to decrease your points, before each set of lasers, there will be a math equation. Solve the equation and move through the laser that has the correct answer next to it.
Loque was programmed by 5 programmers in C++ using SFML, tmxlite, and Box2d libraries in addition to the Tiled map editor. I personally made a level, created the laser and lava damage zones, implemented a way to interpret and create non-square collision using Box2d, and implemented the respawn functionality and animation.
Polito is a sprite editor that allows the users to make multiple frames and export it as a gif. The editor supports layer editing, a live gif preview section, and many standard image editing tools among many other things. It was create using C++ within QtCreator.
Parts Per Million is an educational strategy game created to teach the player about pollution. A procedural island is generated at the beginning of the game and the goal of the player is to survive. Population grows naturally and while it does, resource demand increases. The player must build buildings in order to satisfy the population's needs. However, as more trees are destroyed and more buildings are erected, pollution rates grow which can cause pollution storms. The player needs to find a balance between clean resources which aren't as quickly gained vs dirty resources which cause more pollution but are gathered faster.
Parts Per Million was created by 6 developers. I personally implemented saving/loading functionality. I also implemented the initial island generation before randomness was added. Finally, I looked a lot into and implemented some form of Facebook and Steam integration, but we ultimately cut this due to time constraints and complexity.
Space Janitor was a short film that was created in Unreal. All of the animations were either from mixamo.com or manually key framed in Maya. It was the first machinima type project anyone in the group had ever done, so while it may not be the prettiest video ever, it was a very good learning experience.
VroomVroom is a cartoony multiplayer racing game made in Unreal. This was the first game that my friend and I decided to try to use pure C++ rather than Unreal blueprints on. It was definitely more challenging, but at the same time it was more fun. The game uses Steam to connect to your friends. The game is hosted on one of the player's computers and allows other people to connect to it via Steam. The game never did get fully finished since classes started back up and we didn't have much time to work on it anymore. However, it did get to the point where you could join your friends (up to 4 people in total) and race them in 3 different maps. The race would have a winner, however, there was nothing to really signify that someone won... they just kind of won. This is definitely a game that I would love to come back to when I have more time.
BlueCrest is a Town of Salem type game. There is the town that goes about doing their business throughout the day while one person attempts to kill everyone. The goal of the town is to figure out who the villain is, while the villian tries to kill all of the non-npc players. The aspect that differentiates it from Town of Salen is that it is in a 3D world and players are free to move around the town at will. However, town members are forced to do their given jobs throughout the day or else they will go to jail. This keeps people from grouping up and waiting for the villain to show themselves. Players join their friends through Steam and the server is hosted on one of their computers. BlueCrest was the first Unreal Game Jam that my friend and I entered. Therefore, there were a lot of unforseen complications that we encountered (mainly server replication). We did eventually get this down and players are able to join their friends server and spawn into the world with one of them being the villain. However, we never did get a gamestate going to manage player deaths and allow the town to decide who the villain is. My friend and I have discussed remaking this game now with our increased knowledge about Unreal, so there is that to look forward to.