Portfolio
The projects listed below are all work I have taken part in or took the lead on programming wise with the programming of these games the engine used was originally built up from a book called Programming2DGames but we have since customised the engine to get the right results also add features that we found useful when creating a new game. Our first title for the team Merkury Games has now been signed off and is available to download through the link provided below or directly from us. Second title is ready for release and will be updated shortly it will available similar to the previous title through link to Programming2DGames or download directly from us.
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Notorious Pirates
Notorious Pirates is the first title to be created by Merkury Games, the concept behind the game was to create a simple game that was easy to play but when it comes to playing through the levels you have to think about what you are going to do to complete that particular level, make the wrong call and it could cost you your ship.
My role in this title was the junior programmer my knowledge of certain areas was just not up to the standard to take the lead on this project, but the work I did take on board I made sure to put as much of my style into the game as possible, I was mainly responsible for the level design and UI of the game, making sure the levels were difficult enough and getting the layout to a standard where you did not feel like you were just repeating yourself level by level. The UI side of things was all about simplifying and making sure the presentation was there. This included such tasks as restricting what was selected depending on the difficulty choice or making sure correct prices were set up for the upgrades screen and to make sure if they had been purchased players new that so they wouldn't constantly try to repurchase them.
The upgrades part of the game was something created by me, I took the concepts of the upgrades and implemented them into the game and made sure that it did not effect gameplay itself, for example if a player had purchased sails which would increase the ships speed I needed to make sure if the player started the game again or quit from the pause and entered back into the level they would not still have that upgrade unless they had loaded their save with that upgrade purchased. Making sure the simple ways of re-entering a game was not effected.
The game genre is aimed at Puzzle/Strategy this is because progression through the game is solely based on how players prepare for each level, it will accommodate for the players who are very trigger happy looking to shoot their cannons as much as possible but then on the other hand it accommodates the most cautious of players who will try avoid conflict at all costs.
Question is which are you?
My role in this title was the junior programmer my knowledge of certain areas was just not up to the standard to take the lead on this project, but the work I did take on board I made sure to put as much of my style into the game as possible, I was mainly responsible for the level design and UI of the game, making sure the levels were difficult enough and getting the layout to a standard where you did not feel like you were just repeating yourself level by level. The UI side of things was all about simplifying and making sure the presentation was there. This included such tasks as restricting what was selected depending on the difficulty choice or making sure correct prices were set up for the upgrades screen and to make sure if they had been purchased players new that so they wouldn't constantly try to repurchase them.
The upgrades part of the game was something created by me, I took the concepts of the upgrades and implemented them into the game and made sure that it did not effect gameplay itself, for example if a player had purchased sails which would increase the ships speed I needed to make sure if the player started the game again or quit from the pause and entered back into the level they would not still have that upgrade unless they had loaded their save with that upgrade purchased. Making sure the simple ways of re-entering a game was not effected.
The game genre is aimed at Puzzle/Strategy this is because progression through the game is solely based on how players prepare for each level, it will accommodate for the players who are very trigger happy looking to shoot their cannons as much as possible but then on the other hand it accommodates the most cautious of players who will try avoid conflict at all costs.
Question is which are you?
Shopping Mayhem
Shopping Mayhem is one of our smaller projects which I was lead programmer for. This game was aimed towards challenging players with different aspects of gaming such as speed of completion then slowing the pace down with some problem solving within the game, this created a mid pace game where players had to adjust to complete the levels. The concept of this game was to create a game that people could play through relatively quick and test their abilities and see how they measure up to the scoreboards the game offers different paces of gameplay which accommodates the different varieties of players.
My role for this project was lead programmer as it was a concept I put forward for making, I originally looked at doing levels in the same kind of concept no difference in the levels themselves except the layout and difficulty but then looked at the ideas of different scenarios in the game where alter gameplay and create a different experience playing individual levels. The point that has come up several times from describing Shopping Mayhem is levels types there are officially 2 but there is a 3rd in play at the end, first level type is Speed where the aim of these levels as you can guess is to collect all the items on your shopping list as quick as possible the levels are timed so run out of time its game over, second level type is called weight level now this works along the slower paced level where you have to think more to pass it. There are several items on your shopping list which you need to collect which can be found within the level difference being you need a certain weight for your entire shopping, within the level there is a weighing system and also a waste bin. Now what they are used for is initially the scales are there for you to weigh your items see how close you are getting to target weight, the waste bin is there for when you go slightly over that weight allows you to reset the level back to its initial state this however does take points of your score every reset you have been warned. The 3rd level type I mentioned still links into speed as the timer is still there but I would say its more of mystery shopping as you are not given a list of what to collect rather a objective at the beginning which details what you need without saying in bold writing you need this, this gives players a up tempo game where you need to rush but then also think about what you are collecting making sure you have the right items because if you pick too much of the wrong items up game over for you as will not be able to proceed any further.
The game genre is aimed towards Arcade/Puzzle the reason for this is because of the arcade style rushing gameplay where aim is to get things as quick as possible but then on the opposite side of the scales you have the levels which require more though then button bashing to complete.
My role for this project was lead programmer as it was a concept I put forward for making, I originally looked at doing levels in the same kind of concept no difference in the levels themselves except the layout and difficulty but then looked at the ideas of different scenarios in the game where alter gameplay and create a different experience playing individual levels. The point that has come up several times from describing Shopping Mayhem is levels types there are officially 2 but there is a 3rd in play at the end, first level type is Speed where the aim of these levels as you can guess is to collect all the items on your shopping list as quick as possible the levels are timed so run out of time its game over, second level type is called weight level now this works along the slower paced level where you have to think more to pass it. There are several items on your shopping list which you need to collect which can be found within the level difference being you need a certain weight for your entire shopping, within the level there is a weighing system and also a waste bin. Now what they are used for is initially the scales are there for you to weigh your items see how close you are getting to target weight, the waste bin is there for when you go slightly over that weight allows you to reset the level back to its initial state this however does take points of your score every reset you have been warned. The 3rd level type I mentioned still links into speed as the timer is still there but I would say its more of mystery shopping as you are not given a list of what to collect rather a objective at the beginning which details what you need without saying in bold writing you need this, this gives players a up tempo game where you need to rush but then also think about what you are collecting making sure you have the right items because if you pick too much of the wrong items up game over for you as will not be able to proceed any further.
The game genre is aimed towards Arcade/Puzzle the reason for this is because of the arcade style rushing gameplay where aim is to get things as quick as possible but then on the opposite side of the scales you have the levels which require more though then button bashing to complete.
My programming moto is get something working first then improve on it later.
Being a programmer you come across a lot of problems, what you also find out there is no such thing as a problem without a solution as well