Game Development

This is a list of various projects that I’ve worked on, mostly with Unity.

Tactical Pathfinding Simulations

This was my thesis project for my Master’s degree in Software Design & Development, examining the concept of tactical path-finding in video games. In short, putting two teams of bots into a fight while getting one of them to do stuff like avoid a position if an ally had died nearby. The statistics weren’t significant enough to prove this, but I learned a fair amount on this.

Spamocalypse: Aftermath (Windows, Mac, Linux)

A first-person stealth-based game in the style of Thief, inspired by some particularly obnoxious spammers on the Unity3D forums. I originally intended to use it to figure out how to make NPCs see the player if the player’s surroundings are bright enough, or hear the player’s footsteps within the game, but then I started extending it to develop other mechanics. You can find it on GameJolt.

This was a major learning experience as a developer. Two major things I learned here are:

  • Source control is a must-have! I wasted weeks trying to figure out when and where I broke stuff.
  • Don’t be afraid to throw stuff out if it doesn’t work! I spent 18 months trying to find a way to create my own pathfinding system that would contain lighting information for the NPCs, but it was a creaky pile of crap. Eventually, I threw it out and used the built-in physics system to handle that.

I had planned to remake this after I was laid off, but due to some idiotic decisions by Unity, I started moving to Godot.

I even made a trailer for this!

The Phisher’s Gauntlet

Based on a throwaway joke in Spamocalypse: Aftermath where phishers are creatures that lurk on rooftops, waiting to hit people with their phishing spears. This was planned a stealth-action game with multiple player characters, but recurring hardware issues and burnout led to me putting it on permanent hiatus after I had to rebuild my computer and lost some of the work.

FPTBT

Pronounced “Fiptubat”. This was basically an attempt to see if I could do a turn-based tactics game such as Silent Storm or Jagged Alliance 2 from a first-person perspective. It’s mechanically complete, and I’ve decided to leave it as it is.

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