I Nfected

 

    

 

I-Nfected, as the name suggests, are about the characters who have been infected by zombie disease. The players have to fight and run away from zombies to rescue their friends and families before they turn into zombie themselves. What makes this game interesting is the random map generator that was developed so that for each new game started, the environment layout is different. Just like the other games, I-Nfected was developed in Unity3D. I-Nfected is now in Steam Greenlight – a system where community can help pick out new releases that will be on Steam.

My main contribution to the game is the implementation of all GUI-related elements like the main menu, the health bar, and the inventory. The health bar is a HUD that displays the declining health of the player over time since they are already infected. There are medicines in the level, but it only prolongs the players’ health. The medicines do not stop the infection from spreading. The main menu and the inventory can be toggled on and off, and once toggled on, the game would pause. The main menu has buttons that can start the game, exit it or restart it. The inventory stores loot objects as buttons. As a result, I developed the code for the inventory, the loot objects, and of course, the link between them. When the player clicks on the loot objects, they will be stored in the inventory and when the player clicks a button in the inventory, the object stored in the button would be dropped.

 


Frost

 

Frost is an art game that was developed for my Video Game Design course in University of Toronto. There were six students who worked on this game – two from OCAD U to make the textures and models – and the rest from University of Toronto. This game was showcased in Level Up Gaming Showcase 2013 in the Design Exchange in Toronto.

There are no rules in this game – the players can do anything they want and each choices they make will affect how their characters look, as well as the environment of the game – both visual and audio.

My part in the development of Frost is to create two interactive rooms. I implemented the functionality of the rooms, the behaviour of the NPCs in them, and the player-environment interaction in the rooms. Moreover, I also linked the art assets to the codes I’ve written. I used Javascript and Unity3D to help develop Frost.

The format of the game is that the deeper the player goes into the game, the harder the choices they had to make. Each room has their own theme and each player must make a choice in the room they are currently in before going to the next room.

 


Room 1313

 

    

 

Dollhouse: Room1313 is slightly similar to I-Nfected – the levels are randomly generated and the characters are running away from something. Room1313 is a psyhological horror game where the player has to flee from an invisible player that could be another player and not just an NPC – a conscience of sorts – who leeches off the main player’s life force if they are close enough to each other.

Dollhouse is about a player (Katherine) who is suffering psychologically and must avoid her conscience, who could be other players playing as Katherine Langley. If there are no other players, her conscience is just an AI. For example, in this computer I would be playing as Katherine, and in another computer, another player would be playing as Katherine. The conscience that I would be avoiding would be the other player’s Katherine, and the conscience that the other player would be avoiding would be my Katherine. While avoiding the conscience, Katherine must collect her memories.

What I did for this game so far is introduce landmarks in the mind constructed maze. The maze was built using the random map generator – hence the hallways would all look similar: same red walls, same round tables in all corners, same hourglass-shaped vase on all tables, etc. During the execution of the map generator, I developed a code that will randomly select objects that will not be rendered so that not all corners have round tables and not all tables have hourglass-shaped vase, etc. The point is to make the level easier to move around in.