The second year contained 5 modules, 3, 30 credit, Game engine programming,
Games Development and Technical games production (TGP) with Artificial Intelligence for games and
Concurrent network applications being the two 15 credit, one semester modules.
TGP (Group work)
Group Project || C# || Unity
Over a total of 6 weeks in a group of 8 we built a dungeon crawler puzzle game in Unity.
As part of this project I worked on the dungeons including:
How each room connects
How the player and camara moves between them
The rooms signaling with enemies, puzzles and traps so not to be
active when the player is not in the room
A variety of puzzle and trap elements that can be linked together in the editor using Unity events.
Game engine programming: Unity
C# || Unity
Game engine programming's (GEP) first semester focused on using Unity. This was my first project in Unity.
In this I developed a tower defence game in Unity using C#. Enemies spawn and follow tracks with buildable towers in three types
to defend the end point.
Games Development: Semester 1
C# || Unity
Concurrently with GEP semester one for Games Development , I built this turn based game
utilising Unity and C#. In this game you move around a grid and take out enemy aliens.
The player can move a set number of squares and shoot aliens that are within range.
There is a limited time with depleting oxygen and a shop to buy upgrades between levels.
Within the level, the walls would be generated to fit the predefined floor tiles with crest
and enemy placement selected randomly from available floor tiles.
Game engine programming: Unreal
C++ || UE4
The second semester of GMP focused on Unreal Engine 4 in which I made a
first person coffee throwing game, where you would collect coffee from and throw them at NPCs
that wandered around the level, with the goal of getting the most coffee delivered in the time given.
I used C++ to code the movement, vending machines and projectiles and UE4 behaviour tree with blueprint for the AIs in the game
Games Development: Semester 2
C# || Unity
Semester 2 of Games Development I decided to stick with Unity and build a cave diving rogue light.
In this I used Perlin noise to generate chunks, along with placing ores and structures within the
generation of a level all defined by a set of scriptable objects. The player can then dive into the
cave and mine ores and collect power ups. The players have until the a ghost enemy gets them to mine as much as they can
Concurrent Network Applications
C#
Concurrent network applications module focused on creating a client-server in
C#. This involved using threads for both TCP and UDP
listeners and XAML for graphical interfaces. The player can chat back and forth, play rock paper scissors
with another player with the server determining the outcome and enter a real time ‘game’ where they can move
around as cubes in a shared space using UDP for the game and TCP for the messages and rock paper scissors.
Artificial Intelligence For Games
C++
Artificial Intelligence For Games focused on making a taxi that can manoeuvre around a city collecting passengers without
crashing. In this I created an A* pathfinding algorithm along with other path finding algorithms leading
up to this. The AI uses a state machine that will set based on what it believes is the best choice between refuelling,