Last semester, I took a class learning PyGame. Despite the outdated-looking website, it is actually fairly well maintained. It may not have all the bells and whistles that I am used to in other game engines, PyGame can be a good tool for making smaller 2D games. With the help of PyTMX, I was able to make a quick side-scrolling detective game.
In the game, you are thrown into this village where someone is supposedly plotting a murder. People walk around throughout the day, going house to house and interacting with the neighbors. Your goal is to get the information you need at the end of the day in order to stop the murder from happened. The roles and behaviors of the townspeople are randomized at the start of the game. However, if you fail to stop the murder, you can reset it to the start of the day, where people will act exactly as they did on the last try except where your different decisions might have influenced them. The game was mostly a proof of concept to see if I could make a game all about logical deduction.
My latest package for Unity is a procedural generator for towers. Use Editor tools to shape the building and choose colors, then generate it either in the Editor or at run time. Alternatively, you can use the included randomizer script to design the structure for you, or even build entire cities. Check it out at https://www.assetstore.unity3d.com/en/#!/content/70605. You can also try the demo.
I’ve been looking through some projects from years ago that I never finished or published. I’ve been experiencing some writer’s block, so I’ve been thinking about revisiting some of these. Below is a list of some of my less awful projects. If any of these sound good, I’m willing to revisit them to either finish or scrap for parts. Please tell me what you think.
Crazy Lander: Abduction
This was a sequel to the very first game I published back in seventh grade. You go back and forth between a mothership and a farm, dodging toxic clouds and angry farmers as you try to steal cows. Different clouds have different negative effects on your ship. After each run, you earn money for upgrades. It is mostly functional, but lacking decent artwork. I made it in Flash, which is sort of dying, so if I fixed it up, I would probably port it to Unity.
It is a side-view puzzle game. Try to get to the obstacles using blocks, portals, fans, etc. It even includes a level creator. It is a bit glitchy, and also in Flash, but it could be redesigned.
This turn-based multiplayer economic strategy game was showcased a few year ago at the annual showcase for the Center for Advanced Research and Technology. We set up multiplayer LAN games where people could try it for themselves. The hexagon tiles are rated for certain natural resources used to build alternative energy sources. Each player is a competing energy company that must buy land, collect resources, but energy sources, and deliver the power to cities. Players are also able to buy and sell land and resources to other players. Whoever has the most money at the end wins.
Earth Defense Whirl
Ported for Android, this game features two game modes. In the main Earth Defense mode, you fly around earth, zapping alien spacecraft before they reach our home planet. The goal is to hold off the aliens as long as you can. In training mode, you fly forward in a never-ending tunnel, avoid obstacles and not letting any targets get past you. If you fall behind too much, the game ends. The goal is to get as far forward as you can.
Super Rainbow Racers
As an end-of-the-year class project, our game design class recreated our classroom and made it into a shrunken cart racing game. They chose the name, not me. The physics were a little glitchy, but it did prove itself fun. Perhaps the framework is still salvageable for another cart racing game.
You enter a haunted mansion with nothing but a crossbow. Your job is to hunt and shoot all the monsters hiding throughout the building. There are paintings that change each time you look at them, man-slug-things that pop out of closets, and masked ghost patrols. This was my only attempt at a first-person shooter.
Next time you want to make a game with small planets, save some time and effort from modeling scenery around a sphere. Sphere Distort takes regular Cartesian meshes and wraps them around the surface of a sphere. Now you can recycle some models from your non-spherical projects.
With endless universe your game becomes a never-ending story. As the player, camera, or other objects move, more obstacles, enemies, etc. will be spawned ahead, while objects long past are destroyed out of sight. Endless Universe is perfect for distance games and survival games.
Radar Arrows make it easier for players to find things (enemies, destinations, other players, etc.). If the object is on-screen, you can have an arrow of a constant size hover above that object, making it easier to spot. If the object is off-screen, the arrow will appear on the edge of the screen, pointing to where the object appears off-screen.
This script uses either depth-first search or Prim’s algorithm to generate complex mazes either in the editor or at run-time. It can also scatter obstacles or enemies throughout the maze. Its clean interface and flexibility allows you to use complex artwork and avoid a blocky look. You can generate mazes from scratch or define certain paths your maze must follow and let Maze Creator fill in the rest.