Voronoi Voyager is a game that asks, "What if Pac-Man could move diagonally? How would that work?" This is the most recent build, which will soon go up on VoronoiVoyager.com. Half of the player abilites are not yet implemented and the next worlds are not yet in place.
This is an older build in which half of the enemy abilities have been completed.
At this stage of development, three enemy abilities had been completed. The fourth, the light green enemy shortcut ability, which was easily as complicated as the first three combined to implement, is nearly complete at this stage.
The game is played on a series of procedurally generated Manhattan distance Voronoi diagram maps in which the player travels along the edges. The player can complete any given area by travelling around all its edges. The player can then complete all the areas on any given side to travel to the next map.
In this older build, the red dots are the beginnings of what will soon be enemies. The game is strives for minimilism and short play times, as well as an appropriate scope for one developer.
Yellow City is a top-down NYC yellow cab company simulator. It is the largest project I've created to date...probably too large. When I started this game, my ability with C# and Unity was in a completely different place than when I let it go two years later. The entire game underment a variety of major changes in that time, and ultimately I felt like I had to let it go because the scope of it became too much for just me. I will undoubtedly resume work on it at some point.
Dijkstra pathing implementation
Realistic and operational taxi meters
Driver path planning system
Customers with specific destinations
Camera with zoom and taxi follow
Working traffic lights
Driver face creation system
Pixel-art, to scale Manhattan street map
Street sign implementation
Current destination and location
This project, which I loosely referred to as "Caveman", is a stone-age survival game. It's meant to be like Don't Starve on a fixed map. In this build, the player can throw spears, and the deer react by running away when the player gets too close.
The player can walk both in front of and behind bushes, and all of the animations and artowrk are completely my own. The player and deer both have seperate running and walking animations in eight directions. The deer eat grass periodically and the player throws spears, both in eight directions. The player can also collect berries from the bushes, which is done with animation as well. All this made me very familiar with Unity animation controllers, and I started to get more creative with functionality. I may come back to this at some point...
No Longer In Development
Fort Boy was the first project I started after finishing Secret of the Pyramids. It was my first attempt to make a game in Unity. The idea was to create a platformer with 16-bit graphics that emulated experiences I had building forts in the woods as a boy.
The Fort Boy sprites are very closely related to the sprites from the SNES Megaman games. Altering sprites that I knew would properly work togethe gave me a good glimpse into some of the principles behind pixel art. The trees are little more than pure placeholers, and the turkeys and willow trees are created from pixelized photos. The house is art of my own created from the memory of my house growing up.
This being my first attempt at a game project, I wasn't too attached and gave it up quickly. Though there was a loose plan for a larger game, I soon realized I didn't want to make a platformer. I didn't know if I had the art skills to make a platformer really pop or an idea to do anything very creative with the genre. Nevertheless, it was a good first experience with Unity.
Secret of the Pyramids - Choose Your Own Adventure 19
Complete - Sep. 29, 2014
These books provided readers with the distinctly game-like opportunity of allowing readers to choose one path over another. The magical combination of choice and story launched this series into legendary status.
There are twenty endings to Secret of the Pyramids. Some of them are bad and some are good, but only one has my initials hidden in it. The final release version of the game is available below.
The Choose Your Own Adventure book series has been a favorite of mine since I rifled through a considerable portion of the series in my fourth grade classroom. I translated one of my favorites, Secret of the Pyramids, into a text game, written in C#.
I was often unable to resist peeking at the next page for any of the choices in these books, but this game version of Secret of the Pyramids will not grant the same opportunity. There are no page numbers to search for here.
The final version of this game is available for download at no cost. It must be run in Windows, and note that you will have to bypass your computer's security warnings when they pop up in order to install; you'll have to take my word that it's safe in this case. You'll need to have version 4.5 or later of the .NET framework, which is available below.