My projects

Here are my projects, mostly of game development nature. If you'd like to donate to my works and have me feel like a million bucks, you can donate to my Paypal.

An 8 bit RPG

Repo: Github
Platforms: Web Linux Mac Windows
Engine Used: Godot

This is what’s latest in development, this game is a top down pixel art style RPG game, heavily inspired from a video game I use to play in the past: Gurk, the 8-bit RPG. What I aim for this latest project of mine is implementing what I lacked in my prior game of Starship Invasion: units with specific roles and behaviors that allow for more enjoyable experiance.

So far breakthoughs have been made in implementing character behaviors through Behavior Trees as to where in Starship Invasion there wasn’t any and Finte State Machines (FSM) where only used for that.

Super excited to get this out as I see it avenges one of my failed works in the past, and it fulfills one of my childhood dreams of making an RPG game. Hopefully with my prior experiance, this will be the a banger for sure.

Inspirations:

Personal Website

Repo: Github
Platforms: Web
Tools used: Node Docker Astro Lucide Swup.Js Pages CMS

You’re on the website itself. Though I put it on here to showcase one of the many projects. Check out the repo, there you’d find which frameworks and libraries I’m using, though it is based off of Astro.

Starship Invasion

Playable link: itch.io
Repo: Github
Platforms: Web Linux Mac Windows
Tools used: Crocotile3D Aseprite
Engine Used: Godot

I present to you this inspired Doom-like shooter in which I feel is quite the enjoyable experiance. As a one-man-team it took about four months of development and I like the art syle I took this on, a pixel-art view projected onto a 3D space.

When creating this game I took on many different inspirations from past video games I’ve played and movies I watched. Them being:

It’s obvious that the gameplay mechanics of Doom is something I wanted to replicate. Though looking back after my published game. If I were to change one thing right now: it would have a cooldown for shooting the gun as an overheating mechanic so you don’t spam the shoot action.

The inspiration I got is the objective marker, I loved that simple mechanic in the game and transferred it to mine.

No mechanic taken from this RTS game, however I’d like to showcase this cinematic video in which I took great inspiration from in the form of atmosphere that I desired to replicate. Everything about that cinematic is a chef’s kiss. The narrow corridors and lighting in this cinematic is exactly what I wanted to convey.

Reflecting on my game and Strarcraft, improvements would be adding more sound effects and having more enemy units that have a specific role in which they ‘deal’ with you. I love the graphics and the lighting I put in the game, though sometimes I think would it be better in a voxel format instead?

Starry Night

Playable link: itch.io
Repo: Github
Platforms: Web Linux Mac Windows
Engine Used: Godot

This was a quick and dirty game I made to just get back in the rhythm and mindset of starting/ending a project. It was meant for a game jam over a weekend but I didn’t make the deadline (whoops)… so it was made in about two weeks instead. Anyways the controls are clunky and the gameplay is questionable?

Tides of War

Repo: Github
Tools used: Aseprite Tiled
Engine Used: Godot

This is my first project into game development to where I let my imagination run wild and the project came to a hault due to scope creep and not having experiance. It was intended to be an RPG game with four playable levels that are in different biomes:

  • Forest
  • Swampland
  • Desert
  • Mystical forset
  • Evil land

Each biomes has their own unique units that were created by me. Though I cherish my art creations, they’re not up to standards in creating a “stimulating” visual for a gameplay experiance.

I’m embarrassed to say that this unreleased project took over two years of development. However, with that time being recklessly spent, it was indeed a learning process and introduction to this space.

Tide of War Tools

Repo: Github
Platforms: Linux
Tools used: Python Qt-Creator

Here’s a tool I made to aid the development of Tides of War. It was made using python coupled with the Qt-Framework for the front-end GUI. The GUI was made in QT-Creator and it did help in the creation of some standardized data templates I was making for the game.

The main takeaway from this project was to tinker around using the QT-framework, in which I had a lot of fun but unfortunately in retrospect it could’ve been better. What I would do different today would be to containerize the program so I can at least run it again. Other than that would to seperate the code into a MVC design pattern.