Apr 28 2010

Angry Stan And The Island Of Doom

Ludum Dare is an absolutely great idea, the starting theme for Angry Stan  was islands,  I was a bit stumped at first, but just dived in, and ended up with a game I am pretty happy with, “Angry Stan And The Island Of Doom”.

since I didn’t expect it to be particularly good given the deadline, I focused on making sure  I finished it, and making it funny.

its a really short game and a small download, but its pretty fun I felt it was of good enough quality to share with others, and as a celebration for reaching the 70 download’s marker, I have promoted it to it place in my portfolio:

Since I received so much great feedback, I decided to release the source code,  I hope it helps someone to learn, but remember that this is 48 hour code.

note: there is an issue where the terrain simply shows up as a shadow, this is due to a core problem in the allegro library and there is nothing I can do about it.

Angry Stan And The Island Of Doom Download Link

Angry Stan And The Island Of Doom Source Code Download Link

Apr 9 2010

Soul Bear /Plushed Over The Edge

Soul Bear is a project I   Developed in collaboration with Chris Nichols.

Chris is a very talented artist I know from university, I worked with him before on Anarcarny. And greatly respect the ammount of effort he puts into his work.

I took  care of the technical side of the project where, Chris looked after the art side.

SoulBear is a 3d side scrolling platformer, that presents a series of puzzle based levels the player must solve in order to progress, what makes SoulBear different to most games of its genre is that the bear has the ability of telekinesis, and can lift/throw objects in order to solve problems and progress.

It features:


Gamepad Support(Thanks Chris)

multiple levels


As I developed “SoulBear” I produced a series of articles, if you are interested you can find them under the “Articles Tab”

Soul Bear Download

Soul Bear Source Code

note: I removed the animated character and reduced the texture resolutions in order to keep the package size down.

The game uses the 3impact games engine, which its self is based on ODE and Directx9.


Apr 8 2010

A Differant World – Game Mod

This was one of my earliest game development projects, it was a zombie horror mod built upon Max Payne 2.

After completing Max Payne 2 I found myself being fascinated by the structure of the game, primarily its focus on scripting, and found myself making a number of mods to the game, including various perspective modifications and weapon packs. Eventually, I wanted to take on a larger project with others.

And found a person who wanted to work on “A Different World” I joined and we recruited 2 other people and a webmaster, “A Different World” was born.

I had a great time working on this project handling the vast majority of the coding/scripting work, in doing so rebuilding the AI, creating a gore system,  getting melee weapons to work, and implementing some awesome gun and particle emitter changes.

Unfortunately we were never able to complete it and were only able to release an early development video that proved far more popular than I had ever expected, we didn’t have overly high expectations for the mod nor did we wish to break new ground with it, we simply wanted it to be enjoyable and re-playable. Based on this we succeeded but found ourselves up a dead end in terms of storyline and development direction and were eventually unable to continue.

Now that I look back on the project I realise how unimpressive most of it is, but as one of my first games projects my portfolio website would not be complete without it.

Link To Video

Apr 8 2010

Shadow Over Innsmouth – Games Demo

This project was though of after reading the story

“A Shadow Over Innsmouth” by H.P. Lovecraft.

I felt the ambiance of the story, the setting, the characters and the story its self,

would fit very well into a game.

I wanted to work in collaboration on a project again after “Warscathed” had gone so well, and met ‘Max’.

Max had a very strong grounding in 3d art, writing and in 3d level creation, this obviously made him a perfect teammate.

The original idea of the project was to create a “Virtual Innsmouth” where the player would be able to walk around the town and collect pieces of the story.

After working on some large sections of the world, we felt that an open world was too free to interpretation, to really follow what Lovecraft had envisioned, or be scary enough to keep the players interest to completion and instead we collaborated on a new storyline.

Max took care of the majority of the writing and level creation where I handled the engineering side of development, including tools and rendering.

We felt that we needed an environment that seemed large but claustrophobic at the same time, after thinking about this we came up with the idea of being trapped on a ship in the middle of the ocean, this also provided a very nice explanation for the “wet-look” that normal mapping tends to give.

We Created a large section of the ship that the player could walk around in, by prototyping in hammer then rebuilding and re-texturing before importing back into the game.

Apr 8 2010

FPS Demo Prototype – Warscathed Project

When I started development and design, I wasn’t really certain what we needed,

I worked with the team leader “Tyler Trevell”, and we determined what would be useful and what areas would need to potentially change.

The development proved challenging but rewarding,

and vastly improved my understanding of OpenGL, as well as forcing me to take a back seat with the development of the game, and refer ta  designer for guidance. I feel this led to a far greater result in the long run.

Also prototyped here is a “free-aim” system, that I developed to quite good effect, this improved immersion significantly and definitely improved the overall “feel” of the game.

The screenshot shows testing of the prototype “HUD”, of weapons and the city is an art asset.

For the “Warscathed” project we needed a prototype fps game we could use for testing gameplay possibilities.

Artists could also use it to test assets, with out needing to port to engine specific formats, and programmers/designers could use it to determine what engine features would be most useful.

The system was developed from scratch with OpenGL, I chose OpenGL as I was most confident with it at the time, I also wanted to leave the option of cross platform development open.

Apr 8 2010

Personal Project – Emergent Patterns in Artificial Intellegence.

The system I developed made use of two key agents in a hierarchy, the lower agent or “primary” would use the system listed above to discover information about its surroundings, a higher agent or “secondary” could then use the data from the primary in order to make higher level decisions, using a planning system such as STRIPS, the obvious advantage of this is that a number of the agents could have there knowledge of an environment “pooled” into knowledge they could all act on.

The demonstration I developed was to have two rival species competing over resources in an open environment for supremacy, however the violent nature of the simulation wasn’t really suitable for Expo-tees and had to be revised.
My alternative demonstration was to place a number of agents in the world and present them with the opportunity to simply advance freely. Given the exact same core programming a number of agents will all behave differently, and fully autonomously. I found given enough time, the agents would exhibit some very unusual and otherwise hard to implement character traits.

Practical Project Report

Apr 8 2010

Anarcarny -Team Deadweight

For one of my final year university Modules, we formed a group and produced a game during the space of the year, it was a 3d side scrolling Platformer, I built the engine and did the game programming and integration and graphics programming.

The Screenshot shows the main characters of the game in front of the “menu-level” they are rendered using the cell shader I developed. A bloom shader is used give the billboards on the front of the stalls the “glowing look” and the stones on the floor are rendered with a normal mapping shader to give the appearance of high resolution depth.

We had a number of technical and time related issues which meant that the project could not be totally completed. But we made very good progress given the short time span we had to work in.

The Screenshot above was taken at an epic moment of development, the moment when the fabled “stilt-walkers” took their first steps, actually designing and building these characters took an unbelievable amount of effort from Chris, the two of us spent about a week just trying to get a working version of the character into the game, after various issues, and it took a lot of engineering work to get them to work as well due to the difference in animation techniques and physics necessary, also the AI for them was a pain to write, since the stilt-walkers have a very over-elaborate method of turning that is simply genius (nice one again there Chris) . eventually after all of this work, I spawned in a number of stilt-walkers, and they all turned and ran away into the distance, in all their perfectly animated and programmed glory.

The game features 2 levels, menu’s music/sound and physics.

All of the menu’s in the game are basically game levels, for the in-game settings etc, the player walks to the correct stand and is presented with the appropriate options.

In the two screenshots below you can see the main menu with its glowing “Settings” sign and on the editor with the smooth shaded protagonist in front of the stall.

Game Development Group Report : Download Link

Apr 8 2010

Little Red Riding Hood -Interactive StoryBook

As a way of practicing my lua skills I produced ‘Little-Red’ this project is intended to be an entertaining, production aimed at children.

Little-Red is intended as a run-time storybook, for young children, made using the LOVE games engine, and written entirely in Lua, Little-Red is a simple re-intepretation and re-write of the old fairy tale. It is intended to have a simplistic parallax layer, based “shadow-puppet-theatre” style.

Apr 8 2010

The Cell

Using Ogre3d as a  rendering engine, and newton for physics Cell is a short Horror game set in a network of chambers known as “The Cell”

I decided to create The Cell after playing the game Penumbra by Frictional Games Link.

I wanted to attempt something similar, The Cell doesn’t feature gameplay as such, it is graphical demo.

The player can explore the set of chambers and find a way out, while I do have a story for “The-Cell” applying a storyline to it railroads the player and stops them from being able to freely explore.

My intention is to create a second version of The Cell that is purely story driven, and maintain this version as a research platform.

In order to make The Cell I had to develop a new framework to incorporate gui, state’s, menu systems event management shaders and scripting.

The Cell went through a number of revisions, originally starting out on paper as a first person shooter, while I got all of this working, I found the game to be quite generic, I then rebuilt it as a 3rd person action adventure game, and much preferred it, I then removed the weapons from the game, instead favoring an exploration and adventure based approach to the game.