Brain of Brian

Programs

Interesting Links


Please email me (bahume {at} humenet [dot] net) if you are interested in using my source code in your own project.

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Gauntlet Framework

Aug 2011
Game Club Framework for the BCIT Games Development Club is a framework for developing games that would be compatible with PC, Xbox 360, and the Windows Phone 7 without the need for the programmers to make any extra changes. The framework is built based on chunks of the Lizard Looter code base with all of the game specific code removed, Windows Phone 7 support added, and many small tweaks. The goal was to make it more user friendly and to provide a simple platform that the group could develop multiple games in with the possibility of releasing them to the market.
Type: Game

Requires:
Windows XP sp2
Windows Phone 7
Xbox 360
DirectX 9c
.NET 4.0
XNA 4.0

Downloads:
Source
Windows Executable
Phone Executable

Skug Extermination

Jan 2011
Skug Extermination is the second game I made at a Global Game Jam. I worked with a team of 4 other people, a programmer, and 3 designers/artists. I wrote most of the base code and rendering for the XNA based engine that we used, I also did some work to optimize the game using look up tables.
By the end of the Global Game Jam my we had the game working with a majority of the features that we intended to implement, and a minimum number of bugs. The game was however very difficult as we did not have a lot of time to figure out how easy or difficult is was.
Type: Game

Requires:
DirectX 9c
Windows XP sp2
.NET 4.0
XNA 4.0

Downloads:
Installer
Source

PEEWEE

Apr 2010
PEEWEE is a project I did in the second half of the 3rd year. We were required to make a 2d and a 3d game by ourselves; PEEWEE is the 3d game I made. The game play was designed to be similar to, but better than the BAOAP game I made in 2nd year. Excluding the base code which was a taken from one of our Direct X assignments, I wrote all of the code myself.
This project was required to show off some of the shader techniques we had learned in the class. I wrote a vertex shader to curve the world which created an artificial horizon even though the world was technically a square that looped from top to bottom and side to side. I also used a pixel shader on the bullets that renders a plasma background based on screen position rather than actual vertex position. For this game I was given about one month to complete it.
Type: Game

Requires:
DirectX 9c
Visual C++ 2008 Redistributables
Windows XP sp2

Downloads:
Executable
Source

Lizard Looter

Apr 2010
Lizard Looter is a project I did in the second half of the 3rd year. We were required to make a 2d and a 3d game by ourselves; Lizard Looter is the 2d game I made. The game was inspired by the Thief series. I wrote all of the code myself.
The project taught me how to build a simple game using XNA and the .Net framework. The project gave me an opportunity to apply all of the knowledge that I had learned in class to create a full game, with a well-designed object oriented backend that would allow for easy extension.
To run Lizard Looter just download and run the setup file and it will do the rest.
Type: Game

Requires:
DirectX 9c
Windows XP sp2
.NET 3.5
XNA 3.1

Downloads:
Executable
Source(PC/Xbox)

MIMIC

Jan 2010
Mimic is a Global Game Jam game I and 4 of my friends from BCIT did. At the end of the game jam we received much praise from the judges for using our own engine, for having a mostly complete game, and for completing so many of the optional challenges for the game.
Mimic does have some issues: the players attack comes from the wrong side of the head, killing enemies is very difficult, and there is no way of knowing how damaged you or the enemies are.
Type: Game

Requires:
DirectX 9c
Windows XP sp2
.NET 3.5
XNA 3.1
Xbox360 Game pad

Downloads:
Combined Game&Source

Star Con

Oct 2009
Star Con is a gravity based space shooter similar to Star Control 1. The game is written in C++ utilizing OpenGL for rendering. I was responsible for writing the enemy ship AI routines and designing 2 of the ships. The challenges of the AI included avoiding the gravity well and finding the closest path with the side wrapping based movement. We used an SVN server to ensure that we did not overwrite others code.
Type: Game

Requires:
Visual C++ 2008 Redistributables
Windows XP sp2
OpenGL 1.1

Downloads:
Combined Game&Source

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