Old Game Dev
A collection of old screenshots documenting my game development adventures.
Names in quotes are placeholders or codenames.
WBYH
ca. June 2024
WBYH, or What Brings You Here, is a game similar in purpose to the roulette game described below, also based on nwge. This game, however, simply focused on Manitch, the player character, having a conversation with Ata. The game would focus long dialogues between the two, with the player character having to choose between different conversation topics every so often. Every choice would lead the player to a different path in the conversation, meaning one would have to replay the game multiple times to see all the possible outcomes.
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Minesweeper
ca. April 2024
A simple clone of the classic game made using nwge.
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"Roulette"
ca. April 2024
A simple Russian Roulette game made using nwge. The primary premise of the game was talking with your opponent, Ata. The game delved into very dark topics, and took a very deep look into Ata's past and well as their pessimistic view of the world. Alike many other nwge games, this was never finished.
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"Runes"
ca. February - March 2024
A simple game made using nwge. The primary purpose of this game is to train hand-eye coordination with a graphics tablet by completing simple minigames with little runes. The game intended to feature Manitch as a main character, who would offer help for the player as well as sometimes telling stories about himself and the world he lives in.
One of the tracks originally composed for this game was eventually used in Shitting Bricks Simulator 2024.
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TLX Engine
ca. November 2023 - February 2024
One of the very first nwge-based games. This was a very ambitious visual novel project.
The main pattern invented here was a 3-layer structure. From highest to lowest level:
- The game, contained entirely in a bundle file. Consisting of assets and scripts.
- The TLX Engine, written in C++ using nwge. This would handle all the rendering, processing etc. This would also contain a game menu that'd allow the user to select a game to play.
- The nwge engine, that handles all the lowest level abstractions.
That means that a TLX Engine game is just a bundle file that must be used with the TLX Engine executable to play.
TLX Engine games were created using TLX Studio, which contained multiple editors for various aspects of the game, such as a sprite sheet editor or a pose editor.
The primary game that the TLX Engine was designed for, and named after, was "The Torlaxse Tower". The game would follow the story of Imme and Milian, two anthropomorphic cats, who would try to break into the Torlaxse Tower to try and discover the secrets of Pharosium. As with many other big projects like this, it never got finished.
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The Ave Archipelago
Codenamed "Island Game" or "IG".
This is a game that begun development in January 2023 and was abandoned in April 2023, when I started work on nwge instead. The premise of the game was simple, you would travel between various islands, each with a different purpose. Most islands would have some sort of settlement for you to complete quests in. Some quests advanced one of a few different storylines. The idea was that the choices you make in these storylines would affect future games in the series. There were also islands with specific purposes, such as a fishing island or an ave breeding island.
Aves were in-universe dragon-like creatures that only lived in the archipelago. There were two kinds of ave, each with slight anatomical differences and being utilized by humans for different purposes.
The game was developed in C++ using SDL2. All rendering was performed in software, which brought some limitations to the game. Additionally, starting with no engine on such a complex project was frankly a stupid idea.
Due to my frustration with the project, I decided to abandon it and lift some of the ideas into a new game engine project (nwge).
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"Ooey"
ca. October 2022
This is a game for the WASM-4 fantasy console. I never had any specific plans for the game, it was just a fun project to work on.
The only real features implemented was a map system and a simple map editor.
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"Aeon"
ca. June 2022
This is another game for the WASM-4 fantasy console. This was building up to be a little Pokémon clone. Although I never got very far with it, I still look upon it very firmly.
I particularly remember tearing my hair out over map rendering. I tried to achieve a Generator 1 Pokémon-style map system, but ultimately failed.
Some of the monsters were originally designed by my sister and then turned into in-game sprites based on her designs. This is by far the old game dev project that has the most artwork.
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"Lidar"
Inspired by the LIDAR Garry's Mod addon. This is just a simple experiment to try and replicate the effect in Godot.
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"BTPM"
ca. May 2022
BTPM, or Better Third Person Movement, is a small experiment to try and implement a third person movement system in Godot. The game originally started as just that, but I ended up adding a lot of abstract geometry for the player to explore, as well as objects to interact with. The player is a skeleton that makes Half-Life 1 footstep noises when walking around.
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"Thing Of Flash"
ca. December 2021
The entire gimmick of this Godot game is that you are given a flash beacon to explore an abandoned facility at night. The gameplay is simple. Flash to see what's in front of you, pick up batteries for more flashes, read notes to get some of the lore, find keys to open doors, and find the exit. This is yet another project that was too ambitious for me to finish.
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"FPT"
ca. June 2021
FPT, or First Person Test, is a small experiment to try and implement a first person movement system in Godot. It involves a player wander through a dark forest with a flashlight.
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Five Nights at 2Fort
ca. January 2021 (Clickteam Fusion version), March 2021 (Haxe Flixel version)
This is a FNAF fan-game made in Clickteam Fusion and later re-implemented in Haxe Flixel. It was a very simple clone of the original game, replacing Freddy Fazbear's Pizzeria with 2Fort and the animatronics with the Scout, Sniper, Engineer and Spy from Team Fortress 2.
The game was initially made in Clickteam Fusion, like the original game. I ended up trying to re-implement it in Haxe Flixel as a way to test-drive it.
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Awdawd
ca. November 2019
This is one of the first games I ever made. It was made in Clickteam Fusion and is a simple top-down shooter.
The game went through a few versions, ultimately stagnating on v0.5. This is the first game I would compose a soundtrack for, even if it wasn't very good.
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