The goal for me was to see if I could tackle such a large scale project with extremely limited resources. I was able to maximize the database converting from Sqlite3 to MySQL with custom back-end code in Django, and use a significant amount of parallel programming to get this project running using Pythons threading. I still have some look-and-feel polishing to do, as well as setting up a way to pay/autobill for subscriptions before launching publicly. Sadly, on the accounting side, increases of only 10-15% over a 3 month period were observed - hence why I am still maintaining this portfolio.
Net Intruder is a puzzle game entry into Ludum Dare 27
written in C# using the opensource XNA Framework, Monogame, and the Xamarin IDE.
The download contains an extractor made the INNO Setup,
and it also contains the dependencies required (.NET Framework 4.0 and OpenAL)
The goal of this project was to go from a blank file to a fully functioning proof-of-concept. The only thing between the proof-of-concept and going to market would be to add a few more planned features and get higher quality art and sound assets. One major setback I experienced was the complexity to download and install for the casual or non-technical users; If the dependencies are not met, the crash error is especially off-putting to my target demographic. Also, I am limited to PC Gaming, although the Monogame does support porting to some other platforms, it is not a simple process and requires additional time investments.
telecaster (lowercase 't' on purpose) is a rouge-like game entry into Ludum Dare 30
written in ImpactJS and Sublime3 editor/IDE. I was able to dynamically generate the maps by altering the Weltmeister tilemap tool that is packaged with ImpactJS.
The goal of this project at first was to simply have fun doing what I love. This game could be considered my best work, given the time-frame. I used modern Software Engineering techniques to have a much more productive work session, since I had a clear vision of each iteration I spent very little time refactoring and bug-fixing. I also received help with the games dialogue and concept art, which allowed me more time to do the programming. I would have spent more time adding minor features, but I was really happy with the product and therefore do not want to alter this in the slightest.
Ageless CMS is not a proper CMS, its sole purpose was to bridge the gap between an Internet user that could work on their Facebook group, and a developer that needed that extensive amount of experience required to Operate other CMS software such as Wordpress. This was written in Python/Django and Sublime3 editor/IDE.
I saw a few of my friends and family had been given the run around by "freelance developers" that would gladly take their money, and maybe put up something onto the Web, but never actually meet the requirements or goals. I made Ageless CMS with the hope that anyone who could operate a Facebook group would have all the skill necessary to put up their own site. This software is actually in production for two websites, with a third in progress, as of this writing.
SnapNode is a IT service ticket tracker with integrated Technician and Financial views written by a team of four that I lead, in Django/Python using github, SSH, FileZilla, vim, and Sublime3 editor/IDE.
This project revolved around practicing Software Engineering principles and following and entire software lifecycle from conception to deployment. As a team, we took client interviews and specifications, and formed a Software Requirements Document. Using the approved Requirements, we composed a Software Design Document and finally implemented our design. We did deliver what was promised, but due to time constraints imposed by the University, we were unable to get the tests as robust and I would have liked, nor did we finish some of the ancillary features.
Chromesthesia is a proof of concept visual sound editor written in Python, using PyGame, PyAudio, git, virtualenv, and and Sublime3 editor/IDE.
From an early age I was quite interested in digital music production, but had envisioned a future where one could simply "draw the sounds they desired", and so I did not pursue my interest. In todays world, the processing power exists to extract meaningful audio data from a Users drawings, I could find no software that meets this requirement. Therefore, I made na attempt to fill this niche'. I was able to get a "Paint"-clone working quite rapidly, and using PyAudio I can scan from Left-to-Right, Top-to-Bottom, and transform the pixels into sine-waveforms. Sadly, my spare time ran out before I could polish my pixel-to-waveform algorithm, and so the program plays sounds drawn vertically sequentially, instead of simultaneously. I do intend on creating a GIMP plugin that reproduces this behavior, so that a User has access to advanced image editing tools, and so I can focus my efforts on the audio conversion.
the ImpactJS framework and the Notepad++ IDE. I used a remote git repository for
not only version control, but to upload the files available to a remote LAMP stack.
The levels were built in the Weltmeister(tm) Level Editor that comes packaged
with ImpactJS and it runs off of PHP.
Herald Of Malice is a Run-N-Gun that I was inspired to make based on numerous
iPad games that my son enjoys: Mainly where a character runs and dodges obstacles.
The feedback he provided was that he wished there was a way to shoot. Herald Of Malice is also build
in ImpactJS with the Notepad++ IDE.
The proof-of-concept is complete, mobile devices can play the game as intended. I intend on adding art and sound assets, and well as modifying the Weltmeister(tm) generated tilemap to procedurally generate more level and more enemies, as well as unload past portions of the level. Finally, an optional upgrade system and story arc for the more mature players, to widen my potential audience.
The Starbound Coordinates DataBase was made simply because I could not find anything
online that was acceptable to store coordinates for Chucklefish's game: Starbound,
in a database. Most were flat-file wiki tables that had no data validation, and as users entered more data
each entry because needlessly messy. 'SBCOORDS' is written in PHP and uses MySQL for its database.
After the proof-of-concept was complete, I propositioned a fellow developer to assist in taking this product to market. The DNS entry will take you to the same directory on this web server currently, and in the future could take you to the projects own hosted solution, if it outgrows this one.
Using the success from telecaster, I took to creating a game I had always desired seeing: A tower-offense game. Like telecaster, this game is written in ImpactJS using the Sublime3 editor/IDE.
The goal of this project was to simply see if I could create a working tower defense game, and add the desired offense elements. I was able to get ten different tower types to place in a grid, each with a unique ability. I used some RTS elements to restrict the build, and am pretty satified with the gameplay. I would like to add sprites, fix a few collision based bugs, and get the HUD more smartphone friendly. As of now, keystrokes determine what tower is to be placed, and I would like to add a way for phone users to select the tower.