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Lost In Space Lost In Space is a 3rd person 3D Jump and Run game featuring Shark3D engine from Spinor (www.shark3d.com) in a team of me and two collegues from university. In Lost In Space, the player controls a human like space alien who crashes with his space ship on a strange planet. In order to leave this planet mainly consisting of floating islands he has to repair and collect all missing ship parts which were scattered around. As a real space alien he has some special equipment which help him travel the planet. He uses a jetpack to overcome short distances but has to keep an eye on his fuel tank. Furthermore a small laser hand gun helps him defend himself from enemy creatures or flesh eating plants. The game uses a lot of Shark3D graphic features like bloom, normal mapping and cube maps. The implemented physics engine allows us to move objects and use them as gameplay elements. Many features are not implemented yet. However there are some screenshots showing the progress of the game. There are images of the game character, a tree and our first test level featuring a place holder character. Download: Not available yet Screenshots: Bunny Hop topBunny Hop is a two member team project from the course game desgin at the technical university, Vienna. Target of this course is to create a simple, easy to understand and unconventional game. We thought about a little bunny who has to jump from island to island, collect goodies and avoid the dangerous water. At the beginning, the islands are fairly big to ensure fast success, but they get smaller and further away with each level. At higher stages the bunny also faces moving and sinking islands as well as some enemies trying to catch it. Furthermore, there is a time limit which must not be exceeded. The game controls are very intuive as well as the viewing direction from above. The bunny is automatically facing the mouse cursor, while the distance of its jumps are controlled with a single mouse button. Pressing it will make the bunny jump while releasing it in the air will make it come down again. The goal to success is not to drown or getting caught by enemies as well as being fast and collecting coins to increase the level score. The player may have to decide, if it is worth wasting precious time fetching some additional coins while risking the bunny's life. This game is still under development. At current stage there aren't any enemies and we are facing some performance and sound issues. To the game: Screenshots: UTC Horn Tennis Challenge topThis game was developed for the new website of the local tennis club www.utchorn.at. The goal of the game is to bounce the ball as often as possible off the tennis racket and achieve the highest highscore. To strike the ball, the player has to click it while it is touching the racket. This can be a very hard task, because the ball bounces off in various directions depending on the location it hit the racket. After a series of miserable hits, the ball can obtain quite a fast drill to the side. Fortunately, the ball can be slowed by batting it in the opposite direction. UTC Horn Tennis Challenge features 2 addinional game modes beneath the just mentioned "World Championship". In "Training", the gravity of the ball as well as the ball bouncing spread of the racket are reduced by half. This makes it far more easily to hit the ball, but does not feature high score ranking. The third mode is the "2 Ball Fun Challenge" which uses the same physic options as "Training" but comes with two tennis balls and a highscore. This is much more challenging because the game is over as soon as one ball hits the ground. The current highscore can be reached via the link below the game. To the game: Screenshots: Particle System topThis Flash game was created to simulate simple partivle behavior like collision, gravity and force in 2D graphics. 25 boxes are placed randomly into the sceen and begin to fall down. They bounce against walls and the ground and decrease their speed until they come to rest on the floor. The user can interact with them using the mouse. A simple click will trigger a small movement opposite to the mouse position while a mouse drag will move every box in the direction of that drag. Additionally, the box count can be altered via + and - keys. To the simulation: Screenshots: Half-Life 2 - Daedalus Half-Life 2 - Daedalus is a single player Half-Life 2 modification set in a science fiction scenario. It features a new levels, sounds, player and weapon models and role playing elements as well as an intro video introducing the player into the story of the mod. This project came into life during the last semester of studying media technology and -design in Hagenberg, Austria. Five developers where involved: two programmers, an 2D/3D artist, a level designer and a cut scene scripter responsible for story telling and the intro movie. The story is as follows: Terrorists assaulted and captured a secret military base in the falling mountain region. As a secret agent of the government, it is your team's job to infiltrate the base and stop the terrorists from stealing anything kept secret in that bunker. As a trained nano agent, your combat suit gives you additional benefits on your mission. It features a satelite uplink to hq, ammunition and health status displays as well as a self recharging energy generator. With it you can trigger several implants attached to the suit like a flashlight or health implant which enhances yout combat abilities. Gimmicks and wepaons can be found through out the levels and are stored in the inventory for further use. The role playing elements are comparable to those in Oblivion. Every time you perform a successful action like hitting an enemy with a certain type of weapon, you increase it's corresponding skill level. After several skill increases you perform much better with that talent and lets you, e.g. target enemies with more precision or get more benefits from your implants. Voice credit goes to our native speaking teachers as well as our foreign students in Hagenberg who spent many hours of free time to lend their voices to our characters. At the moment, Half-Life 2 - Daedalus features two Levels, two implants, an additional weapon and a new enemy model. Unfortunately, the project team got separated after completing our bachelors degree so the project's fututre is uncertain. But some of our built in features will surely celebrate their revival in upcoming games. Download:
Half-Life 2 - Daedalus Screenshots: Arena - Bloodlust topArena - Bloodlust is a 3D multiplayer fantasy hack&slay action game programmed in Java, in which several players fight each other over the network. The players can pick up weapons like swords or shields to attack opponents, however it is possible to attack and defend with bare hands too. Several power-up items such as food or wine can restore hitpoints when consumed. The game was developed as a 4th term project in the course media technology and -design at the university of applied science Hagenberg in a team with 4 members. Arena was created in approximately 550 working hours and features a completely modeled and textured, interactive 3D environment with weapons, powerups and animated game characters. The game was programmed in Java 1.5.0 and uses the Irrlicht 3D engine wrapper for Java (irrlicht.sourceforge.net). The main part of programming consists of network code (transfer from position/rotation and animations) and mathematical components (like e.g. collision detection of the camera and players or controlling/movement of the game character). The major request of the 3D design was a realistic look and a stylistic atmosphere. Therefore level, character models and world items were designed in several design stages from pencil sketches up to the finished 3D objects. High resolution textures grant all models a realistic appearance. For the animation of movements like running or attacking with a weapon, several project members stood model in order to collect suitable footage material. All 3D models and their animations were created in Alias Maya and exported to DirectX files. However, in the current version of the game there are still some bugs present due to the short period of available developing time. For more information or screenshots please refer to following sites: Download:
www.reini.org Screenshots:
Warfare is a 2 player 2D round based strategy game viewed from the top. The game was developed as a 3rd term project in the course media technology and -design at the university of applied science Hagenberg in a team with 4 members. Warfare was one of our first games created and a great experience in game development. Both players battle on one PC with their custom created armies against each other. In command mode both players can instruct their troops to move or attack the opponent. Afterwards the commands are carried out in battle mode where the players have no more influence on their units. There are different types of troops. Beneath melee and ranged fighting units there are several special units such as cavalry, eagle mounted heroes, living trees or wizards. Additionally, some troops can use their "loose formation" of "flying" ability to move around the terrain more easily. Warfare was developed in Flash 8 with ActionScript 2.0 thus needs a up-to-date version of the Shockwave player. The biggest part of programming consists of mathematical calculations like movement or collision detection with other troops or the terrain and event-handling of user inputs during different game modes. 2D graphics were developed in several stages from artwork on paper to full colored images in Adobe Photoshop. Every formation of troops was designed to have an unique appearance, however there are slightly different versions of single units to avoid a sterile and boring army. The game also features some sound effects which are played when troops are orderer a ready or attack command. These sound and voice samples where recorded by the project team itself and resampled with Steinberg Cubase SE. Download: Screenshots: |