Projects



Arkoss
5th Orb Back to Main DigiPen


This is the newest project I am working on. I was asked to join the team 2 semesters ahead of my class to help them with an ambitious project they were working on.   SO after a placement exam and some minor schedule shuffling I was able to join the team in their game class. The best way to summarize the game is to say that it is a dragon flight simulation.   There are going to be two styles of gameplay, racing and combat.   The racing aspect hasn't been fully flushed out yet, but it is supposed to be something along the lines of where you fly around mountains, under canopy trees, through cloud rings, in a particular pattern all the while shooting specific targets with your breath weapon and trying to be faster than other dragons.   The other aspect of gameplay is pretty straight forward, combat. You use your flying skills to swoop around doing battle with other dragons.   There are different types of dragons, spells, breath weapons, etc.   Sounds like no problem right?   Well the hard part is the simulation side.   One of the requirements of the game project for this semester is that it be a simulation of some type.   This meant that the dragon we had to model will have strength, dexterity, stamina, and have a fair amount of realistic physics.   You actually have to try and fly the dragon around.   This isn't like Drakan where you can just move your mouse and the dragon just knows how to fly. You need to flap, bank, roll, adjust your pitch, watch your stamina and all that fun stuff.   This is where I come in- physics.   I have been focusing only on the physics.   At first I thought it should be no problem considering my engineering background.   Well, let me tell you it has been very challenging.   Knowing the physics equations is one thing. Knowing what they really mean and how they influence the entire physics model, and getting all the equations to interact in a believable simulation is the difficult part. The other difficult part is keeping the simulation fun.   If it is too hard to fly, then the casual gamer won't enjoy it.   If we remove some of the realisms, then the simulation fans won't enjoy it.   It is a balancing act. We shall see how it develops over the next semester. Here is a screen shot from our first functional prototype.   Next semester there should be a web site springing up about the game with more details.


This was a fun (and very challenging) project.   This project was two semesters long.   I was the designer for the first semester and the technical director for the second semester.   This time we really didn't have any constraints on the game, in the sense of what we couldn't do.   The constraints were more or less what you needed to have in the game (full game state load save, install/uninstall, and so forth.)   To read about this game check out the web site I did for Arkoss.


The 5th Orb

This project was our first semester game.   It was a text based RPG (similar to Zork- if you remember that game), in which you could choose to be one of four different race of characters (Orc, Dwarf, Merfolk, or Sprite).  You then adventured across the land trying to find four elemental orbs so you could "heal" the land by creating a fifth magical orb from the four.  It was pretty cool (and big).  You could cast spells depending on how you combined the orbs, you could use melee weapons, you had inventory management, character based skills, and over 500 different rooms to explore.  We had some general constraints on the title; it had to only be programmed in C (no C++), and could only use ASCII graphics.   I was the Technical Director on this project, which ended up being pretty tough (but fun).  It was tough because I didn't know any C, and yet I had to design the technical aspects of the game engine.  I was thankful that I already had a basic understanding of programming concepts and some basic skills in other languages.

Well, this is where you get to find out about what the school is like, and what I think of it.