Digital Sun |
January 2023 - April 2023 |
This was the first Unity project I was programming all on my own. In a team with my friend, Marquez, we thought of a survival roguelike that takes elements from Don't Starve, Rust, and Risk of Rain 2. It was only ever supposed to be a prototype, although I wanted it to be as polished as possible. There was a lot left for me to add, but it was also a good start on my personal list of systems I want to make. In this case, it was the inventory.
But, of course, there was more done after this was recorded, such as creating the terminal I mention, adding new assets off the Unity Asset Store, improving the craft bench UI, adding AI for our Tribesman enemy, a main menu, and making things spawn around the level, either when the scene loads or when enemies are destroyed and the player is far enough from the spawn point.
The latest build has also been uploaded to Itch.io: https://vexurayr.itch.io/digital-sun-playtest-build
This video was recorded to try and get some artists at UAT to join the project, but it acts as a nice demonstration, too:
But, of course, there was more done after this was recorded, such as creating the terminal I mention, adding new assets off the Unity Asset Store, improving the craft bench UI, adding AI for our Tribesman enemy, a main menu, and making things spawn around the level, either when the scene loads or when enemies are destroyed and the player is far enough from the spawn point.
The latest build has also been uploaded to Itch.io: https://vexurayr.itch.io/digital-sun-playtest-build
This video was recorded to try and get some artists at UAT to join the project, but it acts as a nice demonstration, too:
I'm Amazed |
May 2023 - August 2023 |
This Unreal project was a strong mix of both C++ and Blueprint. Features like the player character/controller, NPC character/controller, pickups, and lock and key were built in C++, while the player's stun ability, ping ability, save game, UI, and navigation between levels were built in Blueprint.
The build has been posted here: https://vexurayr.itch.io/im-amazed
The build has been posted here: https://vexurayr.itch.io/im-amazed
Mini Treads |
September 2022 - January 2023 |
I'm very happy with how this game turned out given its current polish. There's a long list of features I added.
I created a video that describes some of them, but the reason it was recorded was for a teachback. There are way more features than what the video covers, such as the Bullet UI that informs you of your reload cooldown in typical MOBA ability fashion, the Bullet UI also changes if you pick up the Stun Bullet, when you run over the pickup that grants more max HP, your health bar will grow, some of the structures on the map can be destroyed, the tank's head (and camera) swivels independent of the body using the mouse, and you can zoom the camera in/out using the scroll wheel. I also modeled the tanks using Unity's tool ProBuilder.
I created a video that describes some of them, but the reason it was recorded was for a teachback. There are way more features than what the video covers, such as the Bullet UI that informs you of your reload cooldown in typical MOBA ability fashion, the Bullet UI also changes if you pick up the Stun Bullet, when you run over the pickup that grants more max HP, your health bar will grow, some of the structures on the map can be destroyed, the tank's head (and camera) swivels independent of the body using the mouse, and you can zoom the camera in/out using the scroll wheel. I also modeled the tanks using Unity's tool ProBuilder.
Clock Stop |
April 2023 |
I learned a lot about Reinforcement Learning through Gymnasium, by OpenAI. However, I wanted to create something that didn't rely on the Gym dependency, as I would be limited to one of their continuous, public data environments. The game is extremely simple, just wait as long as possible but stop the timer before it reaches 0. The only actions the Agent can take are waiting or stopping the timer. When it trains, as you can see in the chart below, the Agent learns to wait longer and longer to receive a better reward, as it earns more the closer the timer is to 0. This project used the Epsilon Greedy Policy to train the Agent.
Austin's Auto Battler |
April 2022 |
This project is a command window auto-battler, fit with an XP system, different upgrades, scaling enemies, a save file, and background music, to show an understanding of threads, loops, file I/O, classes, inheritance, protection level/encapsulation, polymorphism, OOP, abstraction, exception handling, and overriding.
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BTD6 Tricks & Tips |
April 2023 |
This project helped me get to know React Native and Expo Snacks for rapidly prototyping mobile apps. The app I made is a resource for newer Bloons Tower Defense 6 players, as there is a lot of information surrounding the game, and a lot the game itself does not tell you.
M5StickC Plus |
January 2023 |
I used the Arduino IDE to create a music oriented program that reminds you of the 12 major scales. The display will inform you of the notes in the selected scale, Button_B will switch to the next scale, and Button_A will play the selected scale using its speaker.
Burgeria |
July 2022 |
For this Java project, I used my new knowledge of data structures and created a burger making game that compares the prepared burger to the customer's order for points. The order is randomly made from a list of ingredients. The idea is based off an old flash game called Papa's Burgeria.
Data Structures |
May 2022 - August 2022 |
For an extremely informative class, we discussed many types of data structures and algorithms, having to assess their time complexity and code them from scratch or use some structures that come with C++.
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Time Zone Converter |
December 2022 |
The idea for this python application came from my Internship with SP Entertainment when the group needed to meet up from three different time zones. It will take two time zones and compare them to give you back the difference in time.
Holding Inventory |
November 2022 |
I made this command window python game to showcase how stock, pricing, and inventories could be handled using dictionaries, and even tacked in a save system. The player buys up items to last as long as possible during an apocalypse. What determines how long they survive is a hidden fourth dictionary.
Game of Ketchup |
March 2021 |
This was the first game I made using Construct 3. The goal is to place first in a series of 3 races while the AI start with a decent lead, and your only hope is maintaining a max speed that is higher than all the AI. The player also gets 3 boosts per race that increase their max speed further.
Temple Roam |
September 2021 - November 2021 |
This was my first blueprint project in UE4, incorporating obstacles, and using Blueprints to create systems like enabling physics on objects on a trigger, level checkpoints, an AI that follows waypoints, waits at one before moving to the next, and chases the player when spotted, weighing down a button or pressing E while inside a trigger to open a door, starting cutscenes, swapping player characters, and cycling cameras using target renderers. Some extras I added to the level were poison pots that decrease your health over time when standing nearby, spike traps that activate after being walked over, and pillars that rise out of the ground to reach a higher platform.