Give Twitch Chat the Controls |
August 2023 |
Ever since I discovered Twitch streamer DougDoug, I wanted to know how he developed applications that allow him to have so much interaction with his chat. So I looked into it, developed something myself, and made a tutorial so other streamers can have the same enjoyment with their chat.
Backrooms |
August 2022 |
Most of my personal projects have just been a curious itch over the weekend, see how something might work. In this case, I was experimenting with the idea of a Backrooms style game, having a pseudo-randomly generated map using preset map tiles and Perlin noise, an attempt to recreate night vision, a camera flash, and enemies that only appear on certain layers. In this case, one enemy only appears in the player's camera and the other only appears through another camera that's updating a render texture to make it appear like a phone.
Bullet Bounce Hell |
October 2022 |
This project was meant to be something my friend and I could play together but I had to set it aside before I could figure out the math that would allow bullets to ricochet. The premise is a simple 1v1 bullet hell where both players want the other dead, but all bullets bounce multiple times, quickly creating a field of bullets to dodge as your missed shots come right back towards you.
Strike Beats |
May 2023 |
This was a prototype idea that came to mind over Digital Sun, something far more achievable in one semester, and an idea I've had in my back pocket for a while now (I like to keep notes of games I want to make in the future). It's meant to be a 2.5D fighter like Smash Bros, but on top of expected inputs like neutral A or side B, the timing of inputs changes the performed move, creating a much larger move pool for combos, but also requiring a lot more skill and focus. In my project, the moves are only noted with Debug Logs. There is a different timing window for a Quick Light, Light, Long Light, Quick Heavy, Heavy, and Long Heavy attack, but the window for some lights and some heavies overlap. Timing an input too early or too late will break the combo.