PyDungeon is a small prototype dungeon crawler based on NetHack, created as my freeform project for my first programming unit at NTU.
Random level generation with A* pathfinding for room connection
Animated graphics system, allowing moves to have special animations and leave permanent marks on the level’s tiles
Modular abilities system, making abilities independent from weapons, allowing generation of weapons that grant the usage of a spell.
A framework that allows easy addition of items and monsters.
Originally created as a joke over the last week of the 2017 summer holiday, this bot simulates the outcome of a hunger-games style survival situation.
Support for use on multiple servers simultaneously
Multiple play modes, including explicitly command driven, hourly updates or 'party mode' which posts every event one after the other.
Simple addition of new content, from new contenders through to new murder methods.
Betting system, allowing players to bet on specific districts.
During my second year at New College Nottingham, I was elected to be Project Manager, directing my tutor group with the creation of a new game in the Unreal Engine, following a client's specification.
Funding & technical issues halved the time we had to work on the project, but in the reduced time we'd been given, we'd created an entire level with most of the necessary features made functional.
Inventory system
Level triggers to support puzzles.
Custom animations built with Bluepreints.
All in-game models created by students.
Prior to joining Nottingham Trent University, I built several additions in Lua for public game servers on the game Garry's Mod; clicking on an image will show a short description of each.
Created over my third term of my Computer Science Programming Module, this shooter was created to prove my knowledge of OOP.
Custom tracing system for hit detection
Unlocked, panning camera.
Remappable controls support.
Infinite zombie spawns.