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Overview:

This project was created alone over a period of approximately 6 months. It is a digital implementation of the physical board game 7 Wonders Duel that handles all gameplay and rules functionality for the user. This was created purely as a learning experience and is not publicly available anywhere.

Key Takeaways:

  • Unity Events: Enabled loose coupling of components, making the system more modular and easily expandable for future changes.
  • Interfaces: Used to create generic reusable abilities, allowing for easy implementation of new cards with minimal additional code.
  • Polymorphism: Allowed different card types to handle their own independent behaviors, reducing the need for other systems to differentiate them.

Game start involves two players selecting their starting wonders from a randomly selected group of eight wonders.

The cards all extend the same base class and use polymorphism so all systems can interact with them without needing to differentiate type.

Effects were created using a base interface that each affect class inherits. Wonders would then trigger any number of these effects one at a time allowing for rapid creation of new wonders.

Overview:

This was the final project of a college game programming course. Working in a group of three students, we developed a 3/4 view action game with multiple enemies, levels, and buffs.

Key Takeaways:

  • Enemy State Machines: One boss was developed with multiple attacks and animations using a state based system. This method made the enemies functionality easy to extend.
  • Time Management: This project was assigned day one of class and due the final day. Working in a team of three, when had to quickly learn to manage our time, split work cleanly, and find a work flow that would allow us to finish a full game in just under four months.

This boss was implemented with four distinct states that controlled the entire fight and allowed for more attacks to be easily added on when time permited.

I developed multiple enemies with different attacks that all inherit from the same base script.

Multiple buffs were developed that each interact with the users in different ways.