Here are games that I’ve worked on as personal projects!
Fortune and Glory – Text Parser RPG
An in-development narrative RPG, Fortune and Glory is about a young girl who uses the vocation of being a hero in a fantasy world to figure out who she is and what she believes in.
The game features real-time 2D 3rd person combat, a text parser to examine the world and question characters, and a small group of internal “personalities” the heroine uses to interact with the world and examine the justifications for her actions.
Perilous Wilde & Perilous Night – Point & Click Adventure Games
Perilous Wilde and Perilous Night are 2 consecutive games, both made independently for 2 week game jams, that take place in the same world and feature a retro art style and point and click interface. They are made with the Power Quest Unity plugin and otherwise feature my own programming, art that could be thrown together in the jam timeframe, and music by musicians familiar with retro hardware.
In Perilous Wilde the player commands Amelya Conner– a Robin Hood styled character– and chooses options that have random chances to succeed and fail. Over the course of 4 days, Amelya must prepare for the arrival of a convoy of dastardly soldiers, and see if she can wrest the fate of her town from the empire.
In Perilous Night, the player commands Batu Prince– a master thief– as they plot the heist of an incredible jewel. Perilous Night features a day phase during which the player can create advantages for themselves, and a night phase where they can use those advantages to steal the emerald. Mistakes at night are retconned as thought experiments during the day.
Daedalus – 2D Platformer
Daedalus is a former project where players could navigate the environment through a diverse set of movement collectibles that could be combined with other such collectibles to create new unique mechanics. For example, an ice weapon that creates climbable surfaces on walls and an explosive that could propel the player could be combined to create an item that could accomplish tasks that either could do alone, and some that could be only done together.
The game also featured a short-range teleportation mechanic that could go through walls, and integration into Unity’s lighting system and after effects to give its sprite artwork an extra shine.
Badlands – Card Game
Badlands is a 3-6 player card game featuring simultaneous decision making where players try to outsmart each other using a highly interactive set of 7 to 8 character cards (depending on the number of players) which represent in-game actions. Individual game interactions revolve around trying to gain money from the bank or other players, and either spending it before the town is attacked by raiders, or defending oneself and carrying it over to the next round. Players score points to win by constructing buildings that give them new abilities, bonuses, or effects.
Badlands was unable to secure funding from publishers, but was a valuable experience in game design.
Super Prince of Persia 64 – Romhack
SPP64 is a short romhack that injects a custom ability into Super Mario 64. It allows the player to run and slide off walls by injecting ASM code into key parts of Mario’s physics loop and UI chain. Players can start a wallrun by pressing A parallel to a wall, and can press A or Z to dismount in different ways. This romhack was developed prior to the decompilation effort done for Super Mario 64, and thus was performed by editing the ROM file to perform low level tasks like hijacking a debug function to insert jump commands, loading custom code into memory, and carefully testing and modifying the game’s source code through code breakpoints, memory breakpoints, as well as trial and error.