Objective 3
Implement and analyze fundamental data
structures and algorithms associated with
game applications supporting gameplay
mechanics.
Haunted Game
This is a project that I developed using Unreal Engine 5 with visual scripting. The goal of this game is for the user to complete the game by solving puzzles to unlock the final house at the top of the hill. This project goes with this objective because I implemented and analyzed fundamental data structures and algorithms associated with game applications supporting gameplay mechanics in this project. I used behavior trees for my enemy AI intelligence. By using this type of tree I was able to control how I wanted my enemy to think and then act. For this project I have them chase the player after they see them. The enemy is otherwise just walking around the forest on patrol. If they see the player they start to immediately chase the player. I have their speed set to less than the player so that they don’t just automatically catch up to them. For this kind of game, I felt that it was scarier to have the enemy never stop chasing you as you run through the forest. If the player leaves the forest and goes back to the mansion they are safe. Otherwise, they need to avoid the enemy’s line of sight or run for their life. The game also has text guiding the player through the level, multiple puzzles throughout, music, a start and end, and 3D assets.
GitHub Link
This is a project that I developed using Unreal Engine 5 with visual scripting. The goal of this game is for the user to complete the game by solving puzzles to unlock the final house at the top of the hill. This project goes with this objective because I implemented and analyzed fundamental data structures and algorithms associated with game applications supporting gameplay mechanics in this project. I used behavior trees for my enemy AI intelligence. By using this type of tree I was able to control how I wanted my enemy to think and then act. For this project I have them chase the player after they see them. The enemy is otherwise just walking around the forest on patrol. If they see the player they start to immediately chase the player. I have their speed set to less than the player so that they don’t just automatically catch up to them. For this kind of game, I felt that it was scarier to have the enemy never stop chasing you as you run through the forest. If the player leaves the forest and goes back to the mansion they are safe. Otherwise, they need to avoid the enemy’s line of sight or run for their life. The game also has text guiding the player through the level, multiple puzzles throughout, music, a start and end, and 3D assets.
GitHub Link
Puzzle Game
This is a project I developed in Unreal Engine 5 with visual scripting. I designed this level to be a multi-puzzle game. This level has a bunch of different types of puzzles for the player to get through. This project goes with this objective because I implemented and analyzed fundamental data structures and algorithms associated with game applications supporting gameplay mechanics in this project. I used behavior trees for my enemy AI intelligence. By using this type of tree I was able to control how I wanted my enemy to think and then act. I have a few enemies with behavior trees in the second room of the game. These enemies will chase and then kill the player when they see them. Since they are in the second room I actually don’t have them patrolling since they kept dying before I got to that room due to some other obstacles I have in that room. They stay idle until I enter the room. That room has two exits and they won’t follow the player out of the room because their nav mesh doesn’t extend that far. I didn’t want the player to have to deal with any remaining alive enemies in the next room of the game. The game also has text guiding the player through the level, multiple puzzles throughout, music, a start and end, and 3D assets that make the game look complete.
GitHub Link
This is a project I developed in Unreal Engine 5 with visual scripting. I designed this level to be a multi-puzzle game. This level has a bunch of different types of puzzles for the player to get through. This project goes with this objective because I implemented and analyzed fundamental data structures and algorithms associated with game applications supporting gameplay mechanics in this project. I used behavior trees for my enemy AI intelligence. By using this type of tree I was able to control how I wanted my enemy to think and then act. I have a few enemies with behavior trees in the second room of the game. These enemies will chase and then kill the player when they see them. Since they are in the second room I actually don’t have them patrolling since they kept dying before I got to that room due to some other obstacles I have in that room. They stay idle until I enter the room. That room has two exits and they won’t follow the player out of the room because their nav mesh doesn’t extend that far. I didn’t want the player to have to deal with any remaining alive enemies in the next room of the game. The game also has text guiding the player through the level, multiple puzzles throughout, music, a start and end, and 3D assets that make the game look complete.
GitHub Link
Tank Game
This project is a 3D multiplayer tank-driving game built in Unity. It involves many features including AI-programmed enemy tanks, which each have different personalities and movements. The object of the game is for the player/s to survive and move through all of the rooms. There are many UI components and menus throughout the game making it feel more complete. This project is perfect for this objective because I implemented and analyzed fundamental data structures and algorithms associated with game applications supporting gameplay mechanics in this project. I used an array to hold all the different types of rooms that I created in the game. Then I used that array to randomly generate a different amount of rooms depending on how big of a map the player chooses. If they choose an 8x8 map then there will be 16 randomly generated rooms for the player to explore. They might have 4 of one room and 5 of another. It’s all randomized to make the game feel different each time the player starts up the game. It also has multiplayer, music, sound effects, different randomly generated rooms that are designed using 3D assets, enemies, menus, and lives.
GitHub Link
This project is a 3D multiplayer tank-driving game built in Unity. It involves many features including AI-programmed enemy tanks, which each have different personalities and movements. The object of the game is for the player/s to survive and move through all of the rooms. There are many UI components and menus throughout the game making it feel more complete. This project is perfect for this objective because I implemented and analyzed fundamental data structures and algorithms associated with game applications supporting gameplay mechanics in this project. I used an array to hold all the different types of rooms that I created in the game. Then I used that array to randomly generate a different amount of rooms depending on how big of a map the player chooses. If they choose an 8x8 map then there will be 16 randomly generated rooms for the player to explore. They might have 4 of one room and 5 of another. It’s all randomized to make the game feel different each time the player starts up the game. It also has multiplayer, music, sound effects, different randomly generated rooms that are designed using 3D assets, enemies, menus, and lives.
GitHub Link
Maze Game
This is a project that I developed in Unreal Engine 5 with visual scripting and C++. The goal of the game is for the player to complete all three levels/mazes and to do that they have to make it all the way to the end of the last level where there is a victory screen. This game fits this objective because I implemented and analyzed fundamental data structures and algorithms associated with game applications supporting gameplay mechanics in this project. I created 3 different pickups in the game. Each pickup will change the data of the player if they pick it up. For example, I have a health pickup. If the player picks up the health pickup then they will have their health go up by 10. If they have full health then their health will not change. This also happens for the speed pickup. If the player picks up the speed pickup then they will, for a limited time, have their movement speed multiplied by 2. Then the final pickup actually is a key and when they pick up the key it will unlock the door that is blocking their way. I also have enemies, menus, UI, and a HUD. This game was extremely difficult to make but it looks pretty nice and works well.
Azure Link
This is a project that I developed in Unreal Engine 5 with visual scripting and C++. The goal of the game is for the player to complete all three levels/mazes and to do that they have to make it all the way to the end of the last level where there is a victory screen. This game fits this objective because I implemented and analyzed fundamental data structures and algorithms associated with game applications supporting gameplay mechanics in this project. I created 3 different pickups in the game. Each pickup will change the data of the player if they pick it up. For example, I have a health pickup. If the player picks up the health pickup then they will have their health go up by 10. If they have full health then their health will not change. This also happens for the speed pickup. If the player picks up the speed pickup then they will, for a limited time, have their movement speed multiplied by 2. Then the final pickup actually is a key and when they pick up the key it will unlock the door that is blocking their way. I also have enemies, menus, UI, and a HUD. This game was extremely difficult to make but it looks pretty nice and works well.
Azure Link