Programming, Team Stallion

Star Suckers

2015-star-suckers

Team Stallion once again entered the “48 Hour Game Challenge” during 2015 to create the game Star Suckers. Utilising Unity’s 2D framework we were able to create a four player arena game. Of course, the challenge of the competition is to make a game based around 3 keywords. This year the keywords were; Swallow, Thief and Collapse.

In the four corners of the screen each player must maintain and prevent the collapse of their planetary system. In order to do this the player controls a starship which must harvest Hydrogen and Helium from the stars of neighbouring planetary systems. As more elements are taken from the stars; the smaller the orbit of the surrounding planets which eventually cause collapse of the star into a black hole, swallowing the planets.

Although this year Team Stallion didn’t quite take home the cup. We did have an amazing time during the creation of Star Suckers.

Additional Credits:

Nathan Jensen (Portfolio TBA)

Tylah Heil (Portfolio)

Michael Thompson (Portfolio TBA)

Tristan Edwards (Portfolio TBA)

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Programming, Team Stallion

The Guardian

[2014] - The Guardian

The Guardian was created during the 2014 “48 Hour Game Challenge” where we had to create a game using three keywords which were given to us at the beginning of the 48 hours. The keywords for this year were; Sacrifice, Guard and Wave.

The game itself is set on a distant world were the planet’s core is dying. The only way to save this world is to SACRIFICE the last flame into the centre of the planet. You play as a Rhinosaurus Bug creatures who’s main purpose is to GUARD and protect this flame while travelling through the planets outer layers in order to reach the centre. In order to defend himself from the dangers that lay beneath him, he has taught himself to use a psychic WAVE which not only stuns enemies but can also, if strong enough, clear a path to travel.

In order to create this game we had to teach ourselves Unity’s new 2Dframework which was quite a fun and interesting experience. As well as teaching myself Unity2D, I was put in charge of creating a 4×4 grid of rooms for the player to explore as well as a randomised path through the rooms which allows the player to move around the level freely from the entrance to the exit without breaking any of the blocks. I also worked on a few other things such as; The player’s vitals and a few of the visual effects.

Additional Credits:

Nathan Jensen (Portfolio TBA)

Tylah Heil (Portfolio)

Benjamin James (Portfolio)

Tay Wilson (Portfolio TBA)

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Personal Work, Programming, Team Stallion

Mage Rage

[2013] - MageRage

In the final year of University, the year was split into small groups where we each had to make a video game. I worked alongside three others to create our final game for our degree, Mage Rage.

Mage Rage is a First Person Puzzle Platformer set in a world of magic and mystery, where not even the fourth wall can protect you from the alcohol infused shenanigans of the College of Sandy-Crack and its intoxicated inhabitants.

For the duration of the game I worked mainly on the programming side. Although we were each given the opportunity to design and create our own levels for the game. This lead me to create my own models and artwork for the game as well.

Gameplay Trailer and Screenshots for the game can be found on the Team Stallion Facebook Page.

Also the game is available to download from IndieDB or GameJolt for Windows, Mac and Linux.

 

Additional Credits:

Ashleigh Barrett (Portfolio Link TBA)

Nathan Jensen (Portfolio Link TBA)

Tylah Heil (Portfolio Link)

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