Included are a few of the projects that I've worked on. Spanning the course of nearly a decade, multiple languages, and multiple engines, it's been a slow burn fueling versatility and the need to constantly strive for better.
I can provide files of everything listed below, in varying forms of playable. Nothing below is "finished", but plenty of work has gone into everything.
Table of Contents: (chronologically sorted old to new)
2013-2014, Lua, LĂ–VE 2D
My first "dedicated" project, and one still near to my heart. Essentially, you own a futuristic wartime shipping and processing company that receives a slew of anomalous goods. Each crate that you process needs to be handled uniquely to ensure maximum profit.
Some crates are worth more when handled at night, some crates need to interact with specific other crates. Some even need to be destroyed to release their spirits, causing them to endlessly float and require special storage solutions.
This is a puzzle game disguised as a management sim, requiring the user to overcome problems with equally unique solutions.
The future scope included relations with factions, a galaxy map with supply/demand for certain crate types, and the ability to influence a galactic war through who you sold to and when.
For more information on some of the scope, here's a link to an unfinished design documentation:
https://docs.google.com/document/d/1WBi4zQJhP8UvWe9at7MpWeqY96ULIMHuagks_om0o9k
2015-2018, Lua + C#, LĂ–VE 2D + Unity
Between time and motivational constraints, these times were tumultuous and filled with random varied projects, languages, and engines.
A few of the projects have gone undocumented and have since been lost, and a handful of screenshots are all that remain. I learned a lot in this time period, but have very little to show for it.
Not featured: a ton of testing on the implementation of multiplayer and servers.
2018, C#, Unity
The first real push I made into learning Unity and C#. In my naivety, I decided that making a 3D version of Craeternal from scratch would be easy -- I was wrong.
Implementations include individual crate parameter tracking, the basics for storage containers, crate dragging, and a neat 1-way fading material implementation.
I quickly realized I was in over my head and decided to work on something easier, with plans to return to this project one day as my dream project.
2019-2020, C#, Unity
A physics based rocket metroidvania
The learning project that had substantial scope creep, as is required for all developers.
What started as a simple "lunar lander" styled clone eventually took on a mind of its own, turning itself into a full fledged story-based exploration upgrade game.
You are an explorer tasked with exploring the past. While encountering mysteries in the landscape, you can salvage items you find for money in order to unlock new abilities for your rocket.
By finding special currencies throughout the levels, you can unlock new ships with better stats and more module slots, some of which allow you to unlock new areas in past levels (a la metroidvanias)
All weights, speeds, and scientific/mathematical calculation is as true-to-life as possible, using actual rocket science and equations.
Had I continued with the project, I had ideas based around puzzles that required finding certain light frequencies to open new areas, and a time based mechanic that allowed for rewinding time to either enter new areas or make tough to navigate areas more forgiving.
(I plan to one day remake it in a more roguelike style with more persistence than the genre usually contains, but for now it's shelved)
2021-2022, C#, Unity
An indirect-gameplay kingdom sim based around themes of life and death.
It had been a while since I worked on development, so I set off to work on a small idle game to shake off the C# rust. This game was mostly based off of one of my favorite flash games "Farm of Souls", but in 3D with my own unique twists.
You would gain citizens which would harvest auto-spawning resources, which would then allow them to create new buildings that granted new professions, more citizens, better resource spawns, etc. Over time, your citizens would spec into professions based on what they harvested, and eventually, would die of old age.
The progress in this game was intended to be completely hands-off, with most of the gameplay being done automatically by your citizens. Choices you could influence included which careers your citizens could pursue, which buildings they could build, and possibly how they interacted with other villages (whether peaceful, defensive, or aggressive).
This game was intended to be tied in with the next project, "low poly terrain generator", and its unfortunate loss was the death of this project. Rather ironic considering this game's themes.
2022, C#, Unity
While initially intended to only be used with the aforementioned project Profitiers, at the insistence of a friend I decided it could be so much more.
With the help of online tutorials and resources online, I created a fully customized terrain generator to be used with many kinds of projects.
Allowing for many types of customization, and a full-suite save/load feature with compressed files (with the largest options taking up less than 4mb of space!) it was nearly ready for more widespread production.
Unfortunately, calamity struck as my SSD laughed at my progress and decided to kill itself. With no recent backups, the project was virtually entirely lost and I had nobody to blame but myself.
A valuable lesson was learned, and while still a painful memory, I sometimes wonder what could have been with this project.
2023-Present, C#, Unity
A survivors-like based around difficult choices, indepth base building, and a dark eldritchpunk story/theme.
My current in-development project. Taking some elements of the ever-popular survivors-like genre, and combining them with more indepth thoughtful features, this is intended to be a long-term game with short-term gameplay.
In short, you are a being that has been rescued from an all-consuming void, tasked with retrieving the memories of what once was. This void isn't necessarily evil, it just is.
As the player, you will venture out into themed regions with unique quirks to gather resources, new townspeople, and new types of weapons and abilities. Utilizing what you gathered, you will construct a town to assist you in varied ways, gain new lore and stories, and find a way to at least cohabitate with a seemingly unstoppable foe.
Currently in active development alongside a hacknplan board and dozens of pages of documentation.