This page contains project and programming related stuff that I am working or have worked on.
The Sweet engine is a 3D game engine designed by me featuring:
I'm currently re-designing and optimizing major parts of the engine. The new version features:
The engine development is currently tied to a game project, a "2D" platform game in 3D. The game is in prototype stages at the moment with a proof-of-concept under development.
Polka is a 3D racing game developed by a team of five poeple and I was assigned the role of "software engineer" and designed the game engine foundation. The game uses the Ogre3D engine and features drunk driving and intensive polka music.
"Nord is an online community in 3d where every player has his/her own character and own area to be creative on. [...]"
The game is written in Java and is installed and distributed through the browser using Java Network Launching Protocol (JNLP).
Super Magical Adventures of the Happy Strawberry
Super Magical Adventures of the Happy Strawberry is a 3D hover craft racing game developed by me and Filip Gedell as a course project in the Advanced computer graphics course. The goal of the game is to pass all checkpoints on the level as quickly as possible.
The engine features:
Banjo is an action RPG mod for Unreal Tournament 2004 developed by a team of five people as a school project. It was made using the standard Unreal Engine tools and the main focus was gameplay and game design.
The core gameplay is a simple hack'n'slash type game with a very simple and intuitive control scheme. The player is pitted against hordes of skeletons (and potentially many other kinds of enemies) in a medieval fantasy setting.
Sheep Farmer is an experimental game where the player controls a herd of (airborne) sheep by making strokes and gestures with the mouse. There are three gestures:
The goal is simply to visit all checkpoints (in order) and then go to the finish. New levels are unlocked using bonuses collected on each level, look out for the shrimp bonus!
The game features a boid simulation for the sheep herds, a simple customizable particle system, an in-game level editor and original music.
Project Xeno was a third-year school project developed by a team of six people and I was assigned the role of project leader. I designed and worked on the foundation of the engine and then the game code, initially I presented the game design and concept art (see my Art section.)
This was my second somewhat large-scale project, with a set of content tools, network multiplayer, cross-platform engine and proper server-client structure. The predecessor, WarTanks, was left unfinished (although playable) in favor of DuelBots.
The engine is platform independent and both client and server software ran on Windows, Linux, Sun Solaris and MacOS X. The gameplay consists of two players duelling on an arena while various power-ups randomly spawns on the map during the match.
The game also spouts a feature-rich in-game Quake-like console with limited scripting support to facilitate development and testing.
Space Roger II
As with Quake and Quake II there's really no connection between Space Roger and Space Roger II apart from jumping and running.
The goal is to kill everything during the levels and then proceed to the exit. The player starts out with a machine gun but can pick up different weapons on the level such as a machine gun, plasma rifle, grenade launcher and rocket launcher.
My first complete game, used my own sprite engine with mode 13h and VESA graphics mode support.
Gameplay consisted of jumping on blocks from start to finish as quickly as possible to complete a level. Some blocks were "Death Blocks" which killed you and you had to restart the level.