Miscellaneous Projects
Rational Game & Level Design
In 2023, I have entered the training program called ‘Game Creator’s Odyssey’. The program focuses on Rational Game Design and Rational Level Design.
For the final exam, I created a playable prototype to show all the learnings I have learned in the course combined with my general knowledge.
Gameplay of the first Prototype ‘Zenth Scape’ (Working Title) made with Godot 4.0.
DISCLAIMER: This is a rough ‘proof of concept’ prototype, with the purpose to present it as part of the Game Creator Odyssey. There is no polish and no focus on story.
I used the 3D Platformer Template as a base. The character and the skybox are part of the template. For the character I made a few adjustmens, so it can be affected by the wind force for example.
Random World Creation
Flow Chart for the procedural generated overworld, made with yEd.
This project introduced me to coding back in 2016. I created a little engine in Java with the help of a tutorial series from The Cherno. When the series has ended, I was thinking were to go with the project next. This was when I came up with the idea to fuse it with a random world generation, based on value noise. I sadly lost eyes on the project but I do would like to dig it out and work on it again sometime.
Early 2019 I joined a local place to participate the Global Game Jam. It was a lot of fun. There was a lot of brainstorming before everyone got ready, when I already had an idea that I wanted to realize. In the end I was doing it on my own, which is why I decided to go with pixel art and Game Maker to get a faster result. I had to cut a lot in the end. When I noticed the time was running out, I changed plans and focused mainly on a beautiful atmosphere.
Global Game Jam 2019
RPG Project
Back in 2016-2017 I had the idea of a classic turn-based JRPG with a modern and western touch in an apocalyptic setting. I wanted to get rid of the party system, instead I wanted to focus on only one playable protagonist who could adapt to any playstyle the player prefered, similar to a Dark Souls game.
The player had the option to choose to be meele focused, to be a gunslinger with rare ammunition, a survival specialist, a risky magical path where health points are used for spells or a hybrid of all playstyles.
With this project I learned how to use spread sheets and how to balance.
Spread sheet for the player stats
This Excel spread sheet helped to balance the game. Depending on the selected reference class, which is reflecting a playing type of a specific archetype of players, the value and the graph will simulate different values.
The graph was balanced for a 20 hour game where the average player would reach a level of 30 after completing the main quest.
Futher spread sheets help to balance the difficulty and pace of the game, for example, which level and attack value the players has at a certain time and how strong enemies shall be in a certain area.
Very early in my gamedev days I was eager to fuse different game genres. An idea that stuck with me for a while, was a Tower Defense game with Collectible Cards.
The player has a selfbuild deck of cards, which represent different towers. Each card has different costs based on their stats. The rest of the game was basically a classical Tower Defense, waves of enemies that have to be defeated before they get to the end of the stage. What was unique was the idea to use reward money to get new cards and to craft multiple decks for all kinds of challenges.
TCG-TowerDefense Hybrid
The image on the left shows the typical Tower Defense gameplay, however on the bottom is the players deck and the cards, which they have in their hand. The image on the right shows the card in detail with it’s stats.
Audiowave Visualization
A short side project I was working on. The desired goal was to read an audio file, to generate audio waves and to put the result on an image. For the audiowave logic, I used NAudio. The project overall went pretty smooth.