programexperience-1.png

 

 

Below are various examples of code and applications that display my capabilities as coder and designer 

 

Dynamic Audio


Dynamic Audio

Above is an example of how different audiotracks can change the intensity of one song. Smooth transitions to other audio levels can be called to make the BGM interactive and match the gameplay.

 

The fading is done by using coroutines. The audiotracks are composed by myself.

Play with it yourself (WebGL)

 

This feature was used in a schoolproject. In this stealth-game the intensity of the music tells the player if he's been spotted, or if enemies are nearby.

 

In the video below you can see a prototype version of the game in which we switch intensity based on where you are in the map and when you are interacting.

 

AudioManager.cs

Source Code: https://github.com/happy30/DynamicAudio

Conversation Editor


Conversation Editor

Ideally, we don't want the level designer having a hard time implementing the dialogue scripts. They should be intuitive to implement and easy to edit. 

With the in-editor Xml Editor script anyone can easily make complex dialogue events. Once the forms are filled the code in the back-end will make it funtional.

Below is a small video demonstrating a conversation made with the tool.

The tool can do complex things like changing objects in the scene, picking up objects  adding them to your inventory, open up various puzzles or menus, etc.
For really specific events you can use the  "Progress Scene". This will call another method  from the SceneSettings of which you can specify the name of in the EffectParameter. This shouldn't be needed often but just making sure that anything is possible.

conversationeditor.png
conversationeffects.png

Conversation.cs

ConversationController.cs

Sokoban Level Generator

For designing levels for puzzle games, it is a must that the levels should be easy to create and test. For "Sokoban Quest" I developed a generator that converts very small PNG images to playable levels. Since there initially weren't many different tiles to use in a level (Floor, Block, Wall, Target, Exit) I chose to give each tile a color and painted the level in Paint.NET. The generator uses the 16*16 image to generate the level.

GenerateLevel.png

A better approach would be a full functional level editor ingame. There are plans of implementing this in the future and making it public so that users can make and share levels too. Since I've started adding a lot more features and tiles, I've kind of run out of colors.

GenerateLeve.cs