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My Projects
The Past, the Present, and the Future



SpaceHound
  • Platform: Windows XP and Next Arcade
  • Project Status: Pre-Production
  • Time Given: 5 months
  • Release Date: Late March 2006

     This game is my final project at Full Sail Real World Education. I am working in a team named BluEclipse under the studio named Category 5. BluEclipse consists of five members, Tim Welch, Jeremy Henry, William Blake Senn, Wade Rummery, and myself.

     SpaceHound is an action-packed 3D Rail Space Shooter based on Starfox 64. Some of the game features are...

  • Realistic explosion and shader effects
  • Swappable secondary weapon systems
  • Upgradeable primary weapon systems
  • Multiple player ships
  • Combat maneuvers
  • Special moves using a limited energy resource
  • Simultaneous co-operative multiplayer

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Thieves
  • Platform: Windows 9x/2000/XP
  • Project Status: Done, though not complete
  • Time Given: 2 months
  • Release Date: Late May 2005

     This project is the first project was the first team project I have ever been on. The team consisted of Jeremy Henry, Billy Jo Aumann and myself under team alias Sneaky Studios. The game is a stealth adventure with what was originally a deep backstory. Sadly, as an assignment for Structures of Game Programming, we promised too much and had to cut most of the game out. With one more month we could have finished the game to it's full and it would have been awesome. As for my responsibilities for this project, I worked on the...

  • Tile Engine
  • Sprite Animation
  • Fog of War
  • UI Design
  • Player controls
  • Level Editor
  • Foreground paralaxing
  • Minimap
  • Introduction Graphics
  • And various others...

     My tile engine had support to be drawn anywhere at any size with as many layers needed for the project. Thieves used two layers and all game objects were rendered between the two layers. The radius for the fog of war was completely dynamic as for use of the skill we didn't implement that would increase your sight.

 Thieves.zip (3.27Mb)

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AsteroidCraft
  • Platform: Windows 9x/2000/XP
  • Project Status: Complete
  • Time Given: 1 week
  • Release Date: Late March 2005

     I have to say that this project a favorite of mine. Although it doesn't feel like much of a game, all my passion went into the one week I coded this. An Asteroids clone was also required for SGD and this is mine. We were given a list of features and points for each feature with a point minimum and had to choose which features to implement. The game is built on a priority sorted message queue system. I chose to have multiple powerups and weapon stages. But none of the best parts were required. I added a nova ability that would vaporize all the tiny asteroids surrounding you. Also I am very proud of my particles, they add a lot to the experience.

 AsteroidCraft.zip (20.5Mb)

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Arkanoid Clone
  • Platform: Windows 9x/2000/XP
  • Project Status: Complete
  • Time Given: 1 week
  • Release Date: Early March 2005

     This game was required in my Structures of Game Design(SGD) class at Full Sail. It is very simple and there isn't really much to it. We were required to have 3 types of powerups, I actually got extra credit for the net powerup, which clones your paddle and follows the ball so it doesn't fall off the board. The other powerups are the laser, which destroys one column of bricks, and the bomb, which destroys all bricks in a radius.

 Arkanoid.zip (720kb)

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Woof DirectDraw Demo
  • Platform: Windows 9x/2000/XP
  • Project Status: Abandoned
  • Time Given: n/a
  • Release Date: November 2004

     I coded this demo while taking Programming 2 at Full Sail Real World Education though it is much too advanced for the class. If you talk to Bob he will ask you to find his lost ball, which is in the possession of a certain enemy. Bring it back to him and receive gold. There are 2 types of enemies and several friendly NPCs. NPC dialog is completely scripted and extensible. Too much content was required for the project that I didn't have so I lost interest.

 WoofDemo.zip (165kb)


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