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Unreleased Projects
There is an arsenal of unreleased projects on my computer(s) - and there'd be hundreds more had I not lost so many in a format years back. I have access to all of the development files for each program listed here, so there is always a chance that I will revive one of them at a later date or use some of these older projects as inspiration in my new works.
While some programs are near-to-fully complete, many others are only partially developed. At this time, none of the programs listed here are available for download although that may change when and if I decide to modify any one of them in the future. Only the more interesting projects that I've created will be listed here.
THE PROJECTS ARE IN NO PARTICULAR ORDER
DATES MENTIONED MAY NOT BE 100% ACCURATE
Donut Shoppe |
Project Updated: 06/12/2003
Description: This game was going to be one where you'd work at a donut shop and as the donuts moved down the assembly line, you would have to top them with the appropriate glaze (as the customer ordered). I had created and integrated early models, trivial player movement, and the donuts themselves so they'd properly slide down and off the machine.
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Adventure |
Project Updated: 04/02/2005
Description: To be perfectly honest, I can't exactly remember what the point of this program was. I had integrated basic FPS-style movement including mouse-look, a rear-view mirror, a cursor and a very simple simple map. Going by the name, I suppose I was planning on developing a 3D adventure of sorts.
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City 3D |
Project Updated: 09/29/2002
Description: Inspired by Spiderman or something, I was going to make a 3D roaming city. Basic zoom capability along with primitive buildings and ground were implemented.
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The Combatants |
Project Updated: 04/10/2005
Description: Designed to be a simple "dodge and attack" two-player game with a bunch of weapons and such, a friend was doing the models (if I recall correctly) while I was doing the programming. It has basic two-player movement support and models integrated.
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Kickle Cubicle Remake |
Project Updated: 10/24/2004
Description: After becoming hooked on the original for Nintendo, I started dabbling into the possibility of remaking it in 3D. I created a simple level editor and program to load in the levels, but that's about as far as I got.
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Mold-a-Nation |
Project Updated: 07/16/2004
Description: Inspiration for this game came from an old Simpsons episode, I believe. The game was going to center around building up a civilization through mold on different foods! I had the basic kitchen scene modeled and integrated, FPS movement to walk around the room, and had also modeled a number of high-quality food products which could be selected.
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3D Side-Scroller / Platformer Engine |
Project Updated: 07/22/2002
Description: A fairly stable engine I developed, including level editor. The object is to collect all the gems on each level in order to move to the next. There were three different platform types (stationary, rising, dropping). When I decided to move on I did release the source and level editor to one forum, but I can't say if anything was ever done with it or not.
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Scary (FPS) |
Project Updated: 08/31/2002
Description: The early start of a horror-themed game I wanted to do. Player control via the mouse and collision detection with landscape was integrated.
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3D Aquarium |
Project Updated: 08/24/2002
Description: Was going to be a virtual aquarium or game of sorts. I had some of the bubble movement code integrated, but that's about it.
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Test Draw |
Project Updated: 09/06/2002
Description: A computerized drawing-type program where the computer would randomly scribble around the screen. I also made another version where the user could draw on the screen manually.
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Psycho Text |
Project Updated: 09/06/2002
Description: Some crazy paint/psychedelic type text program.
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Date Countdown |
Project Updated: 10/10/2002
Description: A countdown date program, back then used to see how long I had until summer break :)
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Catch Apples |
Project Updated: 05/22/2003
Description: A simple "catch the apples in the bucket" game. Most of the basic elements were implemented, apples would bounce off the rims if they hit, or you'd get a point if you'd catch one. Bucket was controlled with the keyboard.
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Proficient Aim |
Project Updated: 09/02/2002
Description: Influenced by a very old game called Bow and Arrow, in this game you'd have to shoot all the floating enemies. The engine is fairly far along featuring a 3D scrolling terrain and 8 waves of enemies each with different behaviors and speeds. Scoring/Ammo system works too.
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Jet Men |
Project Updated: 07/05/2004
Description: This was going to be my take on the hugely addictive two-player warfare game, Jetman Revival. Only a basic player model and primitive movement was integrated.
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3D Surround Sound Test |
Project Updated: 02/16/2006
Description: This is a demonstration program where you can move the green cube around the centered sphere, and a buzzing noise will play appropriately in true 5.1 surround sound. I created it to both ensure that my 5.1 speaker hookups were correct and to experiment with 3D sounds.
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20 Lines |
Project Updated: 03/28/2003
Description: Written for fun as part of The Game Creators' 20-Line Challenge. The point was to produce a working game in just 20 lines (up to 5 commands per line) with all graphics and media generated through the programming. This game was never released but was going to be a sort of clay pigeon shooting.
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20 Lines B |
Project Updated: 04/04/2003
Description: Again written for fun as part of The Game Creators' 20-Line Challenge. All graphics and media were generated within the 20 lines. You control the face in this game and must fire up to stop the lines from reaching the ground. I released the code to this game on the challenge forum at some point.
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Balloon |
Project Updated: 02/09/2003
Description: I have no idea why I called this "Balloon", but it is actually just a spinning, flashing, seizure-inducing caged sphere.
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Bomber |
Project Updated: 12/24/2003
Description: Was going to be a 3D Bomberman clone. The engine supported basic movement, collision detection with walls, and kept track of your location.
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Cannon |
Project Updated: 12/20/2003
Description: A trajectory experiment. You can set the power and angle, then launch the ball into the air (like a cannon).
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Image Compare |
Project Updated: 12/28/2003
Description: This program would basically load in one picture, then compare each pixel with that of another picture. All of the pixels which matched would be cleared. The main use of this was so if you'd take a picture of a wall, then stand in front of the wall and take another picture, it'd automatically cut you out of the picture.
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Cosmic Ark 3D |
Project Updated: 12/24/2003
Description: This was to be a 3D remake of the Atari 2600 game Cosmic Ark. I had modeled the ship, simple asteroids, and integrated the main 'space shoot' functionality so that it actually worked (including the score).
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Fizix |
Project Updated: 03/20/2003
Description: Another program I created to test and calculate a few physic-related formulas.
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13 Minutes |
Project Updated: 09/02/2002
Description: Evidentially, this was a game that took 13 minutes to create. It is a simple "collect the dots" pacman-type game.
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Freedom Land |
Project Updated: 08/01/2003
Description: This was originally going to be a multiplayer (net-play) chat-type system where the user could walk around, talk to others in 3D, and build structures - very similar to the once thriving Active Worlds. I had movement and ground collision integrated, along with a coordinate system that could detect and display what direction you were traveling. This project has since been named "Da Worlds" and has been started over from scratch.
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Whack-a-Croc 3D |
Project Updated: 04/30/2003
Description: Was going to be a 3D whack-a-croc style game where you'd have to hit the gators with the mallet as they came out of the holes.
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MiniWar B |
Project Updated: 04/07/2005
Description: One of the many different attempts at creating a 2D warfare game similar to MiniWar. This one featured partially developed collision where the player (represented by a box) could slide down or around platforms created in MS Paint.
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Haunted House |
Project Updated: 06/28/2004
Description: I was leaning towards creating a haunted house type of game with this. It features a basic room of the house, simple player movement, and a lightning effect.
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Grand Theft Auto |
Project Updated: 07/05/2003
Description: This was going to be my version of the popular Grand Theft Auto series. Not much was done on it, although I did have basic car physics and controls down.
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Cube |
Project Updated: 08/24/2002
Description: Back when I was into Rubik's Cubes and such, I was going to make a 3D simulation of something similar (with customizable numbers of sides). Currently the program positions the blocks appropriately and allows camera control.
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The Horror |
Project Updated: 12/24/2003
Description: Yet another one of my Horror-themed game attempts. I had the entire storyline written out along with basic player movement and scenery.
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Sun Heat |
Project Updated: 09/14/2002
Description: Was going to be used for a 'world simulator' similar to Sim City. The closer the sun got to the planet, the hotter (redder) the planet would become.
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Lincoln Log Constructor |
Project Updated: 07/05/2004
Description: This was going to be a scenery-design program where you could construct scenes out of the classic-looking Lincoln Logs. I had some basic models done, along with various camera angles and controls.
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Jeopardy Answer Reader |
Project Updated: 01/01/2006
Description: A real simple text-based program designed to use in conjunction with the Jeopardy board game to make retrieving answers and such easier, amongst other benefits. It basically loads in the answers from a text file, and the user specifies the category and value of the question asked and the program spits out the answer.
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MiniWar A |
Project Updated: 08/03/2004
Description: The second version of a MiniWar-like game (two-player battles) that I started working on. The original was much farther along and supported custom maps etc., but that was lost in the format. This one currently has 2D player support, jumping, and collision with the platforms and other player.
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Matt's Discount Piano Training |
Project Updated: 08/01/2004
Description: A simple flash card style program to help learn music notes. It shows a note of music and plays a tune, and then you have to name the correct note. Features a scoring system, timer and point system.
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Match That Note |
Project Updated: 05/04/2006
Description: A simple flashcard-type program that plays a piano note, highlights the key played, and then waits for you to specify which exact note it is. This is to help in remembering notes and sounds.
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Strobe Light |
Project Updated: 09/02/2002
Description: This was a customizable virtual strobe light that actually worked quite well. You could alter the speeds and frequencies along with the color and such.
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Nibbles |
Project Updated: 12/24/2003
Description: This was going to be a 3D remake of the original Nibbles for QBasic. Not much was done on it aside from the player movement.
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Painter |
Project Updated: 12/24/2003
Description: A fun little drawing program based off of a very old DOS graphic design tool I once had. It supports a full color palette (foreground/background), mirrored designs with or without grids (4-way, 2-way vertical, 2-way horizontal, or none), and an outline/fill feature. The left-menu auto-hides if your mouse approaches it while drawing.
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Prime Factor Game Creation Utility |
Project Updated: 07/14/2002
Description: Here is what was going to be my own scripting language that users could use to create their own 2D or 3D games with no serious coding experience required. I had integrated approximately 30 different scripting functions which allowed anyone to create a custom title screen (including the title of the game, the author and a picture with many customizable fields such as shadows and colors), and setup a 3D environment with a landscape and background (which could be scrolling).
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Pitfall |
Project Updated: 07/22/2002
Description: My intentions with this project was to create an adventurous, 'collect all the gems' 2D game based off of the original Pitfall character. I was actually much further along in this game but I can't find the more progressed version anywhere. The existing version allows character movement and jumping, and has animation very much like the Atari game (I ripped all of the sprites from the original).
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Airplane |
Project Updated: 09/02/2002
Description: The goal of this project was to create a downloadable, graphically-enhanced version of the hugely popular (at the time) online game Copter - the one where you must either decrease or increase altitude so not to crash into any of the structures. It has a simple counter, pretty solid player and scrolling behavior, and the outer-walls slowly cave in.
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Planet Splinter |
Project Updated: 12/29/2002
Description: At the time that I started writing this program, I was hugely addicted to the SkyRoads series released for DOS ages ago. Unfortunately, the most advanced coded version of this game has been lost and I now only have the code for the 2nd and 3rd screenshots. Ball-like physics, smooth camera movement, and the ability to jump were all integrated.
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Quick Switch |
Project Updated: 12/23/2002
Description: Quick Switch was actually built off of Planet Sprinter's engine, and was intended on becoming either an interesting platformer or a two-player battle game. The player (a rolling ball) could move between three different depths on the playfield which allowed for a greater number of challenges and interests (I got this idea off of an Atari Lynx game). The game had good collision and movement functionality.
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Ball Bouncers |
Project Updated: 03/26/2003
Description: A simple and incomplete test of 'bounce' physics where the balls would bounce off the side of the screen and off the divider in the center.
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Racing Game |
Project Updated: 12/24/2003
Description: A quick and simple multiplayer button-masher game where you must beat the other player to the finish line.
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Avoid the Sides |
Project Updated: 12/24/2003
Description: One of those games where you control a 'dot' with your mouse and must carefully navigate the player to the other end of the level without touching any of the sides. Similar to the board game "Operation." This version features pixel-perfect collision.
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Fly! |
Project Updated: 02/15/2003
Description: Flying-type game. Only basic controls and camera positioning was successfully integrated.
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Balloon Joust |
Project Updated: 02/14/2003
Description: This was meant to eventually be a mixture of Balloon Fighter and Joust. Only a small bit of work was done on the engine including the ability to propel yourself into the air (and fall back down).
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Transparent Face |
Project Updated: 07/23/2002
Description: An experiment with scrolling backdrops and transparency in 3D objects.
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Scrambler Word Finder |
Project Updated: 08/03/2003
Description: A program that reads in a word 3-9 letters long, and finds all possible dictionary words that can be made from it.
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Tank Shooter |
Project Updated: 06/13/2004
Description: Provides a simple demonstration of vehicle movement with firing capabilities and friction.
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Stickman Fighter |
Project Updated: 04/30/2003
Description: Another attempt at recreating something similar to MiniWar - which involved two stick-fighters battling it out. This is still nowhere near as close to finished as the one I completely lost. Basic player movement and level loading is integrated.
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Tapper |
Project Updated: 05/22/2003
Description: Gameplay-wise this game was to be just like the arcade classic where you must serve beverages to the anxious customers. However, you'd be inside of an octagonal bar so instead of having to run up-and-down the rows, you'd just have to spin around to catch and send the drinks.
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Human Speaker |
Project Updated: 12/30/2003
Description: Just a little experiment to create a text-to-speech type of program, except with each word being an actual recording from a human (myself). It does partially work but the vocabulary was never expanded beyond five words.
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ASCII Game |
Project Updated: 08/15/2003
Description: Simply put, this is a text-based game engine similar to a lot of old-school releases. You control the "@" and can move around wherever there isn't a wall ("#"). Not much else has been developed for this project.
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Tic-Tac-Toe |
Project Updated: 02/07/2003
Description: Just the typical Tic-Tac-Toe game created at one point for a programming class. All of the objects are 3D and the way the game resets or wins is somewhat interesting, but there isn't much else to it.
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Tower |
Project Updated: 08/23/2002
Description: Based off of the addictive "Icy Tower" game, this was going to be pretty much the same sort of game (where you must jump up the platforms as the game scrolls upwards), but with 3D-rendered graphics. The player controls, friction, and increase in height jumped depending on speed all works okay.
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Bopper |
Project Updated: 06/17/2002
Description: Bopper is described as a simple tag game, where the player who's "it" must chase after the second player. The one who's "it" has a slight speed advantage to make the game more interesting. There was a newer version done with several power-ups and additions, but I lost the code to that version. The few sound effects were done by a friend.
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