Tag Archives: .NET

Project Jupiter (Cancelled Prototype)

Details

Project: Project Jupiter (Codename)
Genre: 2.5D Cinematic Action-Platformer
Platform: PC (Windows, Linux, Mac)
Job description: Game Programmer, Game Designer
Technologies: Unity3D, .NET, C#, PlayMaker (used to create base state machines)

Description

A 2.5D Cinematic Action-Platformer. This project is born as a result of a bet between friends. Since 2010, I have been doing small tests with Unity3D, but no projects or prototypes. This project has helped me to try to learn the basics of the engine and gain some experience for future projects.

The prototype implement a functional character player with some of basic states, with functional weapon. The development focused mainly on the player's implementation and the visual style for future game levels (mainly lighting tests and retro look & feel). The project uses free assets, include part of the Angry Bots demo assets from Unity3D 4.

This project was cancelled due to several technical problems with 3D assets (old assets from Unity3D 3 and 4 versions, not compatible with new material system in Unity3D 5) and other related problems.

Full prototype level gameplay

Current State (early 2017)

In September 2016, try a new approach to the concept of the game, using new assets, compatible with Unity3D 5. This is a capture of a prototype with the new material of the project, trying to recreate a control similar to that of games like Shadow Complex:

At present (January 2017) the project is based on the original concept discarded, more typical of games of the 90's like Another World or Flashback:

State of the project in January 9, 2017, some tests focused on player basic mechanics (run, walk, jump, fall, landing, climbing...). Implementing own character controller and FSM system (without PlayMaker).

Slot Bonanza for Windows 8 (porting)

Details

Project: Slot Bonanza for Windows 8
Client: Infi Apps (contracted by Plunge Interactive (Starloop Studios), studio responsible of the porting)
Genre: Slot Machine, Free to Play
Platform: Windows 8/Windows RT
Job description: Programmer, Technical Artist
Technologies: .NET 4.5, C#, MonoGame 3.0 Beta, Facebook C# SDK, Json.NET, BugSense, Sprite Sheet Packer, Visual Studio Express 2012 For Windows, Visual Studio Express 2012 For Windows Phone (as tool to compile assets for MonoGame project, with help of XNA 4.0)
Link: Slot Bonanza on the Microsoft Store

Description

Gameplay programmer for the porting to Windows 8 (Metro/WinRT app game).

For this job I worked as a remote freelance to the studio responsible to the porting project.

This project is a port of the original game from iOS to Windows 8 (Windows RT). I had to rewritten from scracth the original Objective-C code, based on Cocos2D framework, to .NET, C# and MonoGame 3.0 framework, and also had to adapt the game to the requirements of Windows RT platform and variable screen resolutions.

Grey Infection

The original flavour of Grey Infection

Before the arrival of the Graphic Designer profile, we have already decided and closed the visual style of the game, a pixel-art style with clean aesthetics, using plain colors (black & white palette for the non-passed levels, and basic color palette for cleared levels). The original art was created by me, based on previous works for TLSA Project and used in White & World project.

The final visual style of the game is an imposed decision by the Graphic Designer because he was unable to work with the original style. The decision was not voted with the original creators of the project, Eduardo Millan and me. And also because we are running-out of the schedule (the Graphic Designer arrival in the last stage of the development, he wasted near of a month trying to adapt with the original style and we needed to be ready to publish the game in less of 2 months after this), we finally desist to use the original style in favor the current used, and finish the rest of development in time.

These is a some captures of the original prototype visual style of the game, the same style used for the Microsoft Dream Build Play 2011 entry:

Pre-Production video and Dream Build Play 2011

A couple of videos from the pre-production stage, mentioning a Grey Infection as succesor of White & World, and early preview of the submited version to Microsoft Dream Build Play 2011 contest, both before the Graphic Designer entered to the team:

Details

Project: Grey Infection
Studio: Undead Code Studios
Genre: 2D Puzzle-Platformer Adventure
Platform: XBox360 (XBox Live Indie Games)
Job description: Game Engine Programmer, Game Programmer, Technical Artist & VFX Artist
Technologies: .NET 4.0, C#, XNA 4.0, TLSA.Engine (own XNA Game Engine), Visual Studio Express 2010
Source code:
https://github.com/VisualStudioEX3/Grey-Infection
https://github.com/VisualStudioEX3/TLSA.Engine

Credits

Producer, Game Designer, Level Designer
Eduardo Millan - SiPoX

Game Engine Programmer, Game Programmer, Technical Artist & VFX
José Miguel Sánchez Fernández - [EX3]

Music Composer
Pablo Delgado - Guybrush Threepwood

English Localization
Cristina Pinilla Fernandez

Graphic Designer
Ruben Barroso Heredia (*)

(*) Disclaimer: The rest of the team and I, after the publication of the project and in the future, we are no longer related, supported or associated with this person, Ruben Barroso Heredia, and we are not responsible for their legal or illegal activities related directly or indirectly, with the video game industry or related business, including false professional experience accreditation or related training jobs in this area as teacher.

Description

Game Engine Programmer, Game ProgrammerTechnical Artist & VFX Artist for the development of Grey Infection for Xbox360 (XBLIG).

My first professional game developed in a game studio, and my first console game. A 2D Puzzle-Platformer Adventure, based on White & World, a Game Jam project in which some members of the team worked, and that you can found in this portfolio.

The game mechanic basically is destroy the enemies, in the correct order, to create or destroy parts of the level, to reach the exit point. The exit point can only be enable when the all enemies are eliminated.

The game was developed using an own XNA based game engine, TLSA.Engine, a newer version of my old game engine TLSA Engine (based on Visual Basic 6.0 and dx_lib32, an own game framework).

In addition to programming the game and the engine, other tasks where I been involved was VFX enhancement in the final art in scene, simulate some post-process effects, like the glitch effect, UI visual design of the main menu and their elements, several background live visual elements and effects in most of the levels, and guide the artist in how to prepare and optimized the final assets to use in the game.

Reviews

A few reviews in specialized spanish game blogs:

Pulpetes Forever

Details

Project: Pulpetes Forever
Genre: 2D Puzzle-Realtime strategy
Platform: Windows
Job description: Game Programmer
Technologies: .NET 4.0, C#, XNA 4.0, TLSA.Engine (own XNA Game Engine), Visual Studio Express 2010
Dev blog: http://ex3perience.wordpress.com/category/compo-cpes15/ (ES)

Credits

Producer, Game Designer, Level Designer
Eduardo Millan - SiPoX

Graphic Designer
José Zanni - Josepzin

Game Programmer
José Miguel Sánchez Fernández - [EX3]

Description

A project for the Game Jam in GameDev area of Campus Party España 2011. A game inspired in the classic Lemmings. The game was programmed with TLSA.Engine, a new version of my old game engine in Visual Basic 6.0 and dx_lib32 (an own game framework). This version is based in .NET, C# and XNA 4.0.

The restrictions of the Game Jam were: octopus, teleports and randomness.

Aquanoid (CP2K8)

Details

Project: Aquanoid (CP2K8)
Genre: Arcade
Platform: Windows
Job description: Game Programmer, Graphic Designer, Level Designer
Technologies: .NET 3.5, Visual Basic .NET, C#, dx_lib32 (own game framework), Visual Studio Express 2008, MS Paint (as level editor)

Description

A project for the Game Jam in GameDev area of Campus Party España 2008. This an Arkanoid game with altered mechanic: the pad/player float on water. The water level goes up every few seconds. The player dies if reach the block level or the ball touch the water.

The game defines her levels with small bitmaps images of 12x12 pixels, where the color pixel defines the type of block.

The restrictions in this Game Jam were: water, puzzles and comic style.