In this project I worked together with another programmer. This was our first time working with the PlayStation 4. My initial role during the project was to design the code-base for the game. I began creating a UML scheme which we tweaked, thinking out major flaws of the design. Once we had a structure that we both felt happy with, I started writing down the code-base for the game. After designing the core of the game, I wrote the physics engine for Ruckus Rumble. I created the character, sword and shield systems. I also coded the ability system as well as three of the games abilities, the ice, fire and pound ability.
For Lonely Goblin I worked as the sole programmer of the project, this was my first project at PlaygroundSquad.
It was also my first time working in a bigger group (8 members including me). The whole group learnt a lot during this project.
One of the systems I'm especially proud of writing is the collapse system. The mechanics are briefly described here.
I'm happy with the outcome as a first game project, especially considering I did all parts of the code work myself.
Coolstructions is a constraint-based physics simulation heavily inspired by World of Goo. The mechanics rely on a few basic rules that together create a fun dynamic softbody building simulation. A basic guide on how to use coolstructions is displayed upon launching it.
Windy is also a constraint-based simulation, written a long time ago out of inspiration from a dream. The first systems I'm proud of in Windy is the constraint-based physics which can be visualized by pressing Q. The second system I'm proud of is the procedural generated lightning strikes which can be generated by clicking the right mouse button. Some of the features are unimplemented like the "Donate" button. Further information about the project itself can be found here by reading the project text.
The Adventures of kniL is written in C# using the XNA framework during the period 2012-2013. I wrote the game myself as a side project to the C# classes I was taking at the time, and later came to be my work of applying for PlaygroundSquad. The game consists of a single map but has support for multiple levels. The game has a mapeditor loading and saving, dynamic input binding and supports multiple players locally. The physics system consist of non-rotating rectangular shapes.