Click the name of the project to find more information and receive a download link.
WORK IN PROGRESS
ETCR (Last portfolio update May 2015)
An open world 2D shooter with multiplayer functionality made in C++ with my Fenrir engine. It is my first attempt at creating an open world game. Although each world can consist of up to 40 AI bots, over 1,000 projectiles, hundreds of particles, and over 10,000 tiles, the game is expected to run smoothly even on budget computers made as early as 2007.
COMPLETED PROJECTS
Final Assault: Remastered (Last updated June 2016)
A remastered version of a multiplayer first person shooter I worked on between 2007 to 2009. The remastered version features incredibly complex, but well optimized, artificial intelligence, a wide variety of content including dozens of unique weapons, over a dozen maps, 10 game modes, and a large amount of customization options. It's surprisingly addicting!
SOTW: Conquerors (Last updated October 2015)
An idle game that continues to play and update itself automatically even when the player is not playing it. It was ultimately designed to attract more players than Horizonless did. In this respect, it was extraordinarily successful! After being released for a month, SOTW received 150 times (15,000%) as many plays as Horizonless did its first month.
Horizonless (Last updated July 2015)
A small flight game that emphasizes simple controls and basic physics over a more realistic approach. This game utilizes simple and featureless environments so that the environments always look "right side up" no matter the player's orientation. The goal of the game is to collect as many yellow cubes as possible, but cubes of other colors can be collected to make the main goal easier.
Coin List Generator (Last updated March 2015)
A second attempt at the Coin List Assistant made back in August 2014. This time, however, I used Visual Basic rather than C++ and wxWidgets. This was essentially just a small test to see how much I could complete in 2.5 hours, and I ended up managing to improve the original design.
MPTC Car Show Internship (Last updated May 2012; Extraneous dependency removed March 2015)
A straight-forward application project made in Visual Basic. This project was meant to create a software-based ballot system in order to replace traditional paper ballots that had to be manually counted. It includes three different items: a database; an application which allows participants to submit a single ballot; and an application which allows administrative access to the database, including the ability to remotely update the content of all ballots.
ITCR (Last updated January 2015)
An arcade-style 2D shooter made in C++. It is the first game I completed with my game engine, Fenrir. ITCR was inspired by older arcade games such as Galaga. Its purpose is primarily to show that it is easy to create efficient games on the Fenrir engine. Currently, a far more robust and advanced version of ITCR, known as ETCR, is being developed.
Coin List Assistant (Last updated August 2014)
A small tool made with C++ and wxWidgets. It was originally meant to receive a list of coins then format the list of coins into a Word document. However, I could not figure out how to modify a Word document without the document considering itself corrupted in the process, so the Word document export feature was replaced with a function to copy a single item to the clipboard.
XNA Tetris (Last updated September 2013)
A simple Tetris clone made in XNA for a school project. It was my first attempt at creating a project in C# as well as the only game I created with XNA.
Lost Archives (Last updated June 2011)
A complete first person shooter made in GameMaker with both a single player mode as well as a multiplayer mode that supported online players and AI bots simultaneously. It was my first attempt at a multiplayer game with AI bots and players in the same server, my first attempt at an "achievement/trophy" system, and a project I learned a lot about artificial intelligence from.
WORK IN PROGRESS
ETCR (Last portfolio update May 2015)
An open world 2D shooter with multiplayer functionality made in C++ with my Fenrir engine. It is my first attempt at creating an open world game. Although each world can consist of up to 40 AI bots, over 1,000 projectiles, hundreds of particles, and over 10,000 tiles, the game is expected to run smoothly even on budget computers made as early as 2007.
COMPLETED PROJECTS
Final Assault: Remastered (Last updated June 2016)
A remastered version of a multiplayer first person shooter I worked on between 2007 to 2009. The remastered version features incredibly complex, but well optimized, artificial intelligence, a wide variety of content including dozens of unique weapons, over a dozen maps, 10 game modes, and a large amount of customization options. It's surprisingly addicting!
SOTW: Conquerors (Last updated October 2015)
An idle game that continues to play and update itself automatically even when the player is not playing it. It was ultimately designed to attract more players than Horizonless did. In this respect, it was extraordinarily successful! After being released for a month, SOTW received 150 times (15,000%) as many plays as Horizonless did its first month.
Horizonless (Last updated July 2015)
A small flight game that emphasizes simple controls and basic physics over a more realistic approach. This game utilizes simple and featureless environments so that the environments always look "right side up" no matter the player's orientation. The goal of the game is to collect as many yellow cubes as possible, but cubes of other colors can be collected to make the main goal easier.
Coin List Generator (Last updated March 2015)
A second attempt at the Coin List Assistant made back in August 2014. This time, however, I used Visual Basic rather than C++ and wxWidgets. This was essentially just a small test to see how much I could complete in 2.5 hours, and I ended up managing to improve the original design.
MPTC Car Show Internship (Last updated May 2012; Extraneous dependency removed March 2015)
A straight-forward application project made in Visual Basic. This project was meant to create a software-based ballot system in order to replace traditional paper ballots that had to be manually counted. It includes three different items: a database; an application which allows participants to submit a single ballot; and an application which allows administrative access to the database, including the ability to remotely update the content of all ballots.
ITCR (Last updated January 2015)
An arcade-style 2D shooter made in C++. It is the first game I completed with my game engine, Fenrir. ITCR was inspired by older arcade games such as Galaga. Its purpose is primarily to show that it is easy to create efficient games on the Fenrir engine. Currently, a far more robust and advanced version of ITCR, known as ETCR, is being developed.
Coin List Assistant (Last updated August 2014)
A small tool made with C++ and wxWidgets. It was originally meant to receive a list of coins then format the list of coins into a Word document. However, I could not figure out how to modify a Word document without the document considering itself corrupted in the process, so the Word document export feature was replaced with a function to copy a single item to the clipboard.
XNA Tetris (Last updated September 2013)
A simple Tetris clone made in XNA for a school project. It was my first attempt at creating a project in C# as well as the only game I created with XNA.
Lost Archives (Last updated June 2011)
A complete first person shooter made in GameMaker with both a single player mode as well as a multiplayer mode that supported online players and AI bots simultaneously. It was my first attempt at a multiplayer game with AI bots and players in the same server, my first attempt at an "achievement/trophy" system, and a project I learned a lot about artificial intelligence from.