Mage Rage (Game) – University Assignment

Mage Rage Logo created by Ashleigh Barrett, Team Stallion Logo created by Tylah Heil.

Over the past 15 weeks I have been working along with three others on our final Game Project for our Degree. Throughout this Project I have worked on Level Art, Gameplay and Technical Programming, Audio Mixing, and recorded various dialogue for different characters.

Mage Rage is a First Person Puzzle Platformer set in a world of magic and mystery, where not even the fourth wall can protect you from the alcohol infused shenanigans of the College of Sandy-Crack and its intoxicated inhabitants.

A Gameplay Trailer and Screenshots can be found on the Team Stallion Facebook Page.

Mage Rage is available on Windows, Mac, and Linux, and it can be downloaded from here.

Awards:

I was also nominated, and won the award for ‘Most Outstanding Gameplay Achievement’ for our Year Group at an awards ceremony held after our Demo Evening on the 25th of November 2013.

Additional Credits:

Ashleigh Barrett (Portfolio Link TBA)

Nathan Jensen (Portfolio Link TBA)

Tim Horvat (Portfolio Link)

Object Replacement Tool

ORT_Banner

Object Replacement Tool is an editor extension that I programmed for Unity 3D, it is designed to make replacing GameObjects in the editor a breeze. It replaces objects quickly and easily without the user having to reposition by hand. Just select an object (or multiple), drag in the replacement and hit the Replace button. It also features the ability to add objects without replacing the selected reference, and even allows for mass object placement at incremental position, rotation, and scale.

Asset Store Link: https://www.assetstore.unity3d.com/#/content/6472

Nuclear Bug Stomper (Game) – University Assignment

NBS_BannerNuclear Bug Stomper is a simple side scroller/platformer built in Flash using source code for what was a basic Super Mario Bros clone supplied to my class by our lecturer. The prototype for the game, including code and art was created by me using the aforementioned source code, however, for the final assignment we had to work in pairs of two and take one of our concepts (which ended up being mine) to the next level.

At that stage I was responsible for the Programming side of things, I had already prototyped a lot of the game mechanics which included the addition of the shooting mechanic, however collisions for projectiles didn’t work in the earlier build, so that was really the major element that I had to fix along with the construction of a simple reactive AI which had several elements of customisation (including: maximum health, passive/aggressive reactiveness, and patrol waypoints).

My partner for the assignment, Beth Thomas, was responsible for creating and adding additional art to the game while maintaing the already established Art style. She managed to create enough graphics to build a second level, and was responsible for the artwork of the entire second level, and the elevator at the end of the first level.

The source code for this assignment wasn’t without it’s bugs (though minor ones), one of which caused the player character to be launched across the screen at high velocities as though it were a bullet, thus breaking the game. I did however manage to isolate and amend the issue before we submitted our final build.

Nuclear Bug Stomper can be played here.

Programming by Tylah Heil.
Artwork by Beth Thomas & Tylah Heil.
Music by Kevin MacLeod (http://www.incompetech.com/).