Black & White Study
game jam Roadkill
Pirates is a 2D top-down game of explosive-projectile-shooting pirate ships duking it out in the middle of the sea
It is a game I decided to make for the purpose of learning to make a game without using an engine. What I did use was the SFML library. The game is writen in C++.
The assets used are free assets from Kenney.nl
Before starting the game I have carefully followed a tutorial about making the game Pong using SFML from the site https://www.gamefromscratch.com/. I reused many lessons I learned there in making this game.
It features MOBA-like controls and combat, SAT collision detection, a simple AI for computer controlled ships, A* pathfinding, tile-based maps and a simple system of animations.
Kurent is a 3rd person adventure game where the player's task is to cleanse a winter landscape of snow
The game was made for the class Računalniška grafika in teorija iger at Faculty of Computer and Information Science, University of Ljubljana. The game has two versions and it was made in a group together with Bibi Erjavec and Andraž Krašovec.
The game was first made in JavaScript using WebGL. We didn't use any aditional engines or libraries, however the WebGL and shader code itself was product of closely following the class assistant Ciril Bohak's brilliant guides and lectures and certainly can't be called our own product.
Gameplay itself was implemented in JavaScript. The game features 3rd person camera and controls, a NPC that wanders around, a simple event system, circle collision and the main gameplay mechanic - snow. Dynamic snow is here implemented as a sheet of rectangles across the landscape that can dynamically move based on proximity to player - that is, all the snow moving and melting happens in JavaScript.
The second version of the game was made using Unity with C#. Again no aditional libraries and plugins were used.
This time, I decided to implement dynamic snow using shaders. Starting inspiration was a tutorial "Snowtracks Shader" by Peter Olthof of Peer Play(@Youtube), a shader I heavily modified to work with our high poly model, but without tessalation (as I was writing the shader on a computer with a graphics card that didn't support tessalation).
This version of the game again features 3rd person camera, fluid movement and animations, foliage that spawns up to a certain density around the player and snow that is beeing melted by a custom displacement shader.