This is my projects page, I have many of them, in various stages but mostly unfinished and of various kinds, physical, digital, conceptual, and here I'll showcase some I think are kind of interesting.
If you have any questions about them I'd love to hear and I'll be glad to add to their posts.
One of the things I've been doing for a few years now is paper craft. That being my little paper models, drawing and printing assets and more. It's a nice way to pass the time whenever I get to it, and also having my creations take physical space and be palpable is very satisfying.
I'm a game designer and nothing makes more sense for a game designer to design games. Here I'll put little projects, both digital and phisical, of which the core gameplay design comes from my own mind so unlike inscryption where all I did was print and cut things besides some props I drew myself and gameplay ajustments to fit a physical version, here are games I truly claim as my own, to a greater level at least, obviously with inspiration from things of all corners that surround me.
Currently my first unity project I feel I will actually finish, it's a mobile handheld that's going to host games I'll make for it, aswell as allow local connection multiplayer so you can play with a friend in the same room!
In the latest update I was able to make the buttons function, sending info to the game controller object and the player object using that data to move around.
New update! I made some sprites for it, now it has colision, and I made an apk test version! The first one's resolution didn't work, but now it hopefully will in most screens, I'll see if I can link it later, you can try it if you want to and let me know how it feels/looks. Currently I'm trying to fix some stuff since the way it adjusts for the screen size it messes up the player movement, and I still haven't gotten around that.
Well a few months have passed and after playing with 3 players total I decided to tweak things, last saturday I went to a party and we ended up playing my game with 5 people total and it went great, changing how turns worked from either choosing to draw a card or attack to doing both every turn made it flow way better, and making the cards tronger made it so it didn't take forever. I also removed some of the cards that were more "social" play, those are kind of fun in paper but it just doesn't fit the game and it's a bit of a chore to write their rules within a small space and apply them and blah blah.
Anyway, one other thing I did right after that is put my game on tabletop simulator! I took a picture of each card for the drawings and made a digital version of each card on gimp for it, and the dice aswell, it's not 100% finished but soon enough I'll write down the rulebook and put it on the workshop in case you wanna play! Currently I'm writing the rule book, once that's done and on the workshop I'll link it here in case you wanna take a look.
I uploaded a playable version holy shit. Here you can find both 2 players and 3-6 players versions.
This is a little browser game I just made in a game jam! You can see the proccess of making it here
Based on an idea from a friend that apparently I got very wrong I've started working a few days ago on an idea, a rogue like where the map works as mine sweeper. Minesweeper itself is not a hard game to program, so much so the first step has been to make a minesweeper clone which I've done successfully and soon you'll be able to check it out. Later I'll figure out a form of combat system
I've added a shop and a couple items already, the mine sweeper aspects are mostly done by now and there's a working page for it, you can play it on the link at the top of the section.
Alright I just finished a basic combat system, it's not perfect by any means, in fact there's only 1 enemy and you fight it every single time, but already it adds some new things to the table. Not losing in combat isn't too hard if you can time it right, but trying to go through it all the way without taking damage costs something other than just skill. Time. I changed a bit how to get more time works, as well as made a weapon item for the shop, adding shields and weapons will be very easy from now on.
Okay yesterday I made quite a few changes, the mechanics are still the same but this time it was more of a visual and quality of life update. Combat visuals are in first person now, attacking and blockking instead of being individual buttons on the corner are now just clicking left or right side of the screen, which is much more intuitive sinc that's where graphics of which are, but also lets you perform the actions without having to look away from the enemy and its attack timer.
I've also added a lose screen and made it so worms get stronger the deeper you go, doing more damage, attacking faster and having more health. The plan is still to have that be different enemies but that'll have to go for now.
Took me a little while but I just added another enemy! And before that I added 2 armor items and a few other stuff and reworked some things. You can also pause and there's a much better rules section for it.
The thing that's missing the most is sound effects and music, which I really struggle with since I suck at making music and I have to record real sounds if I want to make my own.
Honestly I'm really happy with what this is shaping up to be, working on it is just hard enough that's fun, I've also had to start considering using design patterns which is something I'm having a class on right now so that's fun. And people's feedback on it is very cool, one advice I haven't heard, at least this specific, for someone who is just starting game design or developing games, is to start making "arcade games", having a simple gameplay cycle is a lot better to work with when you're just starting, plus you get the benefit that it can always be improved, but also at most points it can work as a finished product.
These kind of projects are simmilar to thought experiments, just something for me to exercise my mind and put ideas down, maybe I'll get to reuse them in future "non-conceptual" projects. These are much lighter on the mind, where there's no need to factor physical space or time in mind, things can conflict without it being a huge problem in need to be shreded, instead being a puzzle that you have the liberty to solve when you get to it.
So, recently I've really started getting into tabletop RPG for the first time, I adored the idea years ago, but never really grasped what it actually was about. That added to the lack of people with the same interests resulted into me never having really had a full on TTRPG session. For the past couple months however, my close group of friends wanted to start one they've played before but I had never and it has been great!
And because of that, while playing and reading the rules, watching videos about TTRPG in genreal, more and more so recently I've began wondering... What if I made a TTRPG? Rules, classes, combat systems, items, weapons, all that fun shit!
But I'll remind you, this is in the newly added Concepts Section, meaning this is just thoguht play, I have no plans on bringing this further than just speculation, specially since I'm completely aware that making something like a ttrpg, in whatever scale is immensely complicated. Something simple like a card game already requires a lot of work to ballance it, now imagine something with a bunch of different combining systems, where some rules are strict while others are merely up to interpretation.
But oh well, my dum little mind can't help but brew up stuff like this so here we are!
Link to the page.
Projects to be shown in the future:
not found.