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Super Mario Bros. 3 Prototype

A simple Super Mario Bros. 3 Prototype that I made with a team that had little to no programming experience in an alotted time of two weeks. We ended up with a working Title Screen, World One Map, a functional World 1-1, a working card match minigame, and a Mushroom House.

The world map allows you to go anywhere without any boundaries, although you can only enter the first level, Mushroom House, and the card matching minigame.

Level 1 is mostly functional besides some platforms that have yet to be fixed, some enemy collision checks don't work with level assets, and the pirahna plant is now surprisingly a minigun and rapidly shoots out fireballs haha...

The Mushroom House was done entirely by me with by making simple collision checks using the already completed engine code. For now the chest triggers only take you back to the world map. Since the UI wasn't done in time, we couldn't add item slots..

The card matching game which is also done entirely by me is entirely functional and will be able to randomly choose one of the many maps that are in the game. Something that is not true to the original is the diagonal cursor selectm but to me that's a quality of life feature instead.

Slay the Dragon (Text RPG in Console)

A very short text-based dungeon crawler that is made entirely in the Window's console. The player is represented with "P" as shown in the image and the game asks you for an input in which you will move in a direction based on what was entered. There are monsters blocking each door in which you will be forced to fight them.

Combat follows a turn-based RPG formula where you will have to keep track of health and mana stats/costs and choose one of the avaiable actions based on your desicion. Both characters do strike in each combat phase however so it is very possible to die even if you actually killed the monster.

At the bottom floor awaits a dragon which serves as the game's final boss. If you have explored the dungeon enough, you would have recieved items which boost your stats to make the fight easier. Slay the dragon and you rescue the damsel in distress and beat the game.

Pokemon Blue Prototype

A Pokemon Blue prototype done in C++ with the same small and inexperienced team. The overworld / player movement, battle system, and text is not combined however but each section works on their own.

There's not much to say here... the battle system is mostly complete while only leaving out the items and animations for a lot of the moves. In the code, you'll be able to change the Pokemon which fight along with their current stats.

The overworld movement works although it's not true to the original game. Due to time constraints, we had to cut out the working one we had before. The mapping was done by me and another team member

Player text is able to be modified in the code so you can display whatever lines you want from the game which is read off of a text file!

Balloon Hop

A balloon platformer that entails you to hop from balloon to ballon in order to stay above the lava floor (kill zone otherwise..).

This was a college project made in a group of three. I mostly worked on the UI and GameMaster for this one but also the player's air strafing mechanic as well. I spent a great deal on the strafing alone and I'm glad with how it turned out.

CONTROLS:
WASD - Movement on the ground, controls locked in the air. (Not yet).
Mouse - Camera and player rotation. This is what you use to strafe in the air.
Space Bar - A normal jump on the platform while in the air it's the Jump ability.
Left Shift - The dash ability.