Older Projects

A summary of completed projects and my role in them from my time in college.

C.A.T

Mobirise

     C.A.T. is a web-based game made with the Twine engine over the course of a four week period that we at Purplix Games made. It starts out as a wholesome yet simplistic slice-of-life, but soon takes a dark twist. With multiple choices and multiple endings, it is a short narrative but has a decent amount of replay-ability.

    In terms of contribution to this project I was very involved. I came up with the original concept of the game, and was one of the main writers as I wrote both the intro scenes and the more disturbing scenes. I added more than half of the endings to the game outisde of the original 3 (Deterioration, Complacency, and Truth), both in terms of overall design and technical implementation within the Twine engine. Even though we didn't have official roles assigned, the one that best fit my contribution to the team and game would be lead designer. 

Throughout this process we also maintained a developer's blog which I helped contribute to.
https://sparks51sp.wixsite.com/blog

Here is a link to the live game: https://benny3taps.itch.io/cat

Everyone involved:

Deborah Beatriz: https://maddiehat.myportfolio.com/

Ryan Astor: ryanastor15.com

Sam Parks: sparks51sp.wixsite.com/portfolio

AMALGAM

Mobirise

A puzzle game about two dots that do the exact same thing.

Amalgam is a 2D puzzle game that was made using Javascript and the minimalistic Perlenspiel Engine as a part of a design challenge. In this game you control a red dot, and there is another blue one that copies its movement, the goal is to make them merge on the same tile. There are a total of 8 levels to complete with numerous puzzle mechanics and challenges to be had throughout.

Perlenspiel is a minimalistic engine by design and games using it exist on a 2D grid of squares that can be altered within the engine. For this game I coded all the game mechanics and created some basic level creation tools for my partner to assist them in level design.

The game is currently hosted on a website.

Here is a link to play the game:

https://cdolan0.github.io/GitHub/2900/A15/game.html

Everyone involved:

Conor Dolan: [Link to be posted]


The Dark Side of The Mouse


In space no one can hear you rage.

The Dark Side of the Mouse is a 2D shooter and rage game that was also made using Javascript and the Perlenspiel Engine like Amalgam, under a  much stricter design challenge involving the theme of Easter Eggs. You can only use your mouse to move and shoot the aliens in this game. Playing the game, you progress through 15 levels, each more difficult than the last.  Evidence of past runs and carnage lay about you as you press on, discovering new hidden powerups and utilities along the way. All culminating in a final battle and a rather morbid conclusion. 

For this game, I helped design and code all the game mechanics, designed some levels, and coded and designed all the enemies, including the final boss. In this project, we used the rudimentary level creation tools I designed in Amalgam to help us with level design. I also did the ambient sound design.

Connor and I are very proud of what we accomplished with this game, and have discussed expanding it outside the design challenge.

The game is currently hosted on a website.

Here is a link to play the game:

https://cdolan0.github.io/GitHub/2900/A22/game.html

Everyone involved:

Conor Dolan: [Link to be posted]


Tale Of the Sword Guy

This is a 2D Dungeon Crawler that is heavily based on chance and luck. The map, enemy spawns, sword stats, and whether the powerups help or hurt you is random.

You play as The Sword Guy, the swordiest guy to ever sword, who has found himself in an ambiguous dungeon of dubious origin. But who cares about all that anyways? You’re here to get rich quick by whatever means necessary. Kill all in your path and steal any gold you find.

Go until you drop.

There is no turning back, no retreat, the only way forward is through

Tale of the Sword Guy is a randomly generated 2D dungeon crawler that gets progressively harder as you advance. It features a combat system consisting of attacking and blocking as well as multiple enemy types. There are mystery box power ups and a point/life system. We built the game using a version of the Dragonfly engine that we created. I was primarily in charge of the map generation system, the collidables, power up system, loot, and weapons.  

Here is a link to download the game:
https://drive.google.com/drive/folders/1dJm8gaGxg20ZgGO8dWM0i4dj7S2Vc-Un

Everyone involved:

Jack Campanale: https://jack-campanale.herokuapp.com/ 

Tale of the Wand Guy: Back Alley Magic

This is a 3D infinite runner and is a "reverse rogue-lite".
You play as a wizard who has escaped the clutches of a interdimensional prison, and has landed in the mean streets of a dystopian New York City. However that's not all, as the prison's warden has followed you through the portal. Now you must run away from the warden while battling the alleyway's disgruntled residents.

Tale of the Wand Guy: Back Alley Magic is a randomly generated infinite runner. There are three different types of enemies to fight along with 3 different spells to fight them with. Along the way there are numerous pickups and traps which will do a variety of things from increasing your spell count, slowing you down, speeding you up, increasing your points, and stuff like that. There is also a persistent ghost-like chaser that is always weakening you by draining your max health and increasing your spell cooldown depending on how close you are to it. And when you inevitably die you gain points based on your score from the round which you can then invest into numerous stats.

For this game I created the blueprints in UE4 for all enemy behavior, interactables such as pickups and traps, as well as the stat system.

Here is a link to download the game:
https://twgbam.fun/Download/

Everyone involved:
Yihong Xu: https://github.com/GP2P
Jack Campanale: https://jack-campanale.herokuapp.com/
Ben Babalola: [Link to be posted]
Oliver Rayner: https://orodjones99.wixsite.com/oliverraynerux
Kurtis Kiai: https://www.kurtiskiai.com/

Tower of the Valley

Tower of the Valley is a level that we created for our 4700 level design and storytelling class. It was made in Unreal Engine 4 and uses elements of level design such as weenies and tableaus. All assets used were found for free on the Unreal Marketplace. I was mainly in charge of the notes, the story of the level, and the interior of the tower.

Here is a link to our Design Document: https://drive.google.com/file/d/1a4aQU3z1UF0S-_MvUFcgCUXDvnNEkcs7/view?usp=sharing

Here is a link to downlaod the level:
https://drive.google.com/file/d/1R7D0X7UMQIRf7YnW6pOa3Kd_VI0Tj7qS/view?usp=sharing

Everyone involved:

Daniel Enriquez:  https://danieljenriquez.com/

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