Technology Student Association Video Game Design Entries (2011-2016)
Portals of Math (2011-2012)
(Made with Jon Brown, Isaiah Magliocca)
Made in GameMaker 8.1 Lite
You are a stick who must solve math problems by jumping through portals (which, inspired my Minecraft, glow purple)
- includes animations, transitions, a very bad movement system (up/down/left/right apply an instantaneous impulse but not if another button is pressed, gravity is very strong)
- includes original soundtrack
Portals of Math II (2012-2013)
(Made with Jon Brown, Logan Rickley)
Made in GameMaker 8.1 (Exists on a DVD that I no longer have a drive to read; and as a .gm81 file for which I can open and take some development screenshots but do not have a Standard license to re-compile; GameMaker:Studio 1.0 no longer allows logging in; and GameMaker:Studio 2 cannot open .gm81 files.)
You are a stick who must solve math problems by jumping through portals (which now glow green)
- implemented scrolling platformer with out-of-bounds area, tilesets, began using scripts under step/draw events rather than built-in drag/drop functions
- includes another original soundtrack
Squish The Conqueror (2013-2014)
(10th place PA-TSA Video Game Design; Made with Jon Brown, Matthew Mantini - storyline, Rory Beebout, Chase Toth)
Written in C++ using SFML 2.1 for graphics
A blob named Squish is tasked by his grandfather to take over the world. He must solve math problems to eat the correct blobs/ants/mice to grow.
- includes another original soundtrack
- Better graphics, cloud animation, hints
- implemented state machine architecture and dynamic memory management
Space Investors (2014-2015)
(Made with Jon Brown, Braidon Lape)
Made in GameMaker:Studio 1.4 mostly implemented in scripts
Earn money for your space program by taking on contracts
1. Escape Atmospheric Resistance using Probe-Originated Kinetic Energy TESTing (EARPOKETEST) = play breakout but you're demonstrating the Air Pressure Pump Leveling Experiment (APPLE) on clouds and make money for each impact and lose money for each device you lose
2. Resisting Enduring and Loosely Redirecting Asteroids Technical Showcase (REALRATS) = dodge asteroids but you can launch probes upwards for a cost that can be recovered for each asteroid it collects
3. Retake Our Base On Comet Orbitz-Pzykatil IV (ROBOCOPIV) = dodge randomized asteroids and laser-shooting rovers while navigating a platformer to reach a door, paying for repairs
4. Open Up and ReMove Our Security System (OURMOSS) = dodge randomized asteroids and player-targeting laser-shooting rovers to reach security system panels, paying for repairs
Choice of rocket parts in beginning does impact movement speeds and thus gameplay strategy
- implemented randomized npc employees, mission screens, particles, dynamic loading screens, AI targeting
- includes another original soundtrack
Orion Tale (2015-2016)
(9th place PA-TSA Video Game Design; Made with Jon Brown, Rory Beebout)
Made in GameMaker:Studio 1.4 mostly implemented in scripts
You are 4 astronauts on a space mission who must:
1. collect supplies dodging security guards who attack when alerted
2. dodge aliens while descending platformer level using fuel to collect supplies
3. collect supplies avoiding guards while playing breakout on other half of screen to spawn guards/supplies/explosions and reveal security system
4. dodge aliens while descending platformer level using fuel to disable systems
and also dodge asteroid fields between levels, using resources to increase speed and noting that food resources are used up over time
- implemented UI overlay with health indicators, inventory, buttons, map; levels start paused to read mission; randomly named characters; more random asteroids (location, velocity, color)
- includes another original soundtrack