“Expired” Projects


Woah Toast! What does expired mean?”

I’m glad you didn’t ask!
I choose the word expired” as opposed to failed or incomplete because these projects are neither. They have either:

  • Fulfilled its purpose
  • Become too stale to serve a purpose
  • or Fulfilled its purpose, then become stale

Co-Project Manager for AmberGlow Games

  • This game was essentially thrown away and the group disbanded, despite the heavy interest of it from the original project manager.
  • I was the most helpful and organised out of the ~10 people, so I became co-project manager instead of just a game programmer.
  • I didn’t know what I was doing, and also none of the others knew what they were doing because of a lack of pre-planning. This happened before I joined, and I didn’t realise that would fall apart as it did.
  • If I joined earlier, I would’ve helped a lot with pre-planning and not even allowing code to be written until we have workable idea. The problem was that there were a lot of wanted features, but not a lot of details.

Volunteer Game Designer for Kibby Tower Defense // Demo on Itch.io

  • This game has been shelved since the main project managers are busy with their lives post-graduation (understandably so).
  • This is the first team I have worked on a game with. Kibby Tower Defense is an indie game created in Unity that involves farm cats trying to protect their barns from mice and rats.
  • This project was started by Helen Vo, a soon-to-be graduate of Moore College of Arts and Design, as their senior project. This initial launch was on April 26th, 2024 at 1200.
  • Despite Helen’s talents in both 3D art and programming, she asked for my help to get the final details together before the initial launch, so when they continue to work on the game, I will be assisting!
  • So far, I created a small Python script using OpenPyXl to create an efficient game balancing system that adjusts every number to one number change, and I mapped out the data design schematics for level unlocks as a future feature.

Second Self-Made Game // Source Code

  • For my second game after the Unity debacle(tm), I decided to give Bevy a try since I had been hearing some good things about it. I did need to teach myself Rust, but Bevy still uses ECS so the knowledge of game engines transferred easily. Originally, I wanted to create a Galaga-like game to just make a simple game, but I decided to take a more rogue-like approach (think Brotato) where you have to survive waves and upgrade between them. The niche trick I wanted to add is that you play this game only with your mouse, but I will not spoil any more of it.
  • I successfully updated this project from Bevy 0.12 to Bevy 0.13, and soon to be 0.14.

First Self-Made Game

  • For my first (real) game/first try with a game engine, I wanted to make a combination of hide and seek with hitscan movement shooter mechanics where the player models and the map are geometrically equivalent to allow players to hide. I wanted this to disable the concept of kill-stealing” where each person has their own individualised set of health bars” (total time spotted in this case) so that way no one person can just hide forever and spot the last person to win.
  • There’s a lot to say as I’ve thought this out in-depth, but so far I have the basic movement mechanics, the health/total time spotted mechanics, and some prefabs equivalent to the player for maps.