Personal Projects


Hi, this is a list of projects that I've worked on from 2005 to 2012.
I've since moved to itch.io
It's not exhaustive and some projects are not as fancy as others; most of them relate to game development.
Disclaimer: These are all personal projects. With the exception of fan-games, these projects are original works and not derivatives. Sometimes MIT, ZLIB, CCSA or other kind of OSI-compliant licensed content was sometimes used.

I) Made with Delphi:


Before VS.NET, Delphi/C++ Builder were THE IDEs to go to for RAD (Rapid Application Development). Delphi had a set of features that made it a very forward-thinking language for its time (that ended up later in .NET*).
Other than that, Delphi had cross-platform compatibility (WOCA not WORA) with Kylix which was another feature ahead of its time.
Eventually Borland sold the CodeGear division to Embarcadero, Anders Hejlsberg went on to work for Microsoft and helped shape .NET into what it is tody.
Enough about Delphi, here's my oldest project (that I could find) written in Delphi.

1) Zelda Game Creator

Date: Nov, 2005
Status: Suspended \ Cancelled
Info:
    Back in 2005, the ZFGC (a Zelda Fan Game portal) was quite active, with many fan games popping up daily. Seeing a prime opportunity to build some reputation and a helpful tool, ZGC was born.
    Part GameMaker-clone, part scripting engine and part too ambitious, the project unfortunately never went too far (you could navigate maps with collision and trigger simple scripted events). Both the runtime and the editor were written in Delphi.
    Though it did not fully succeed this project helped me understand some foundations of project management.
Future:
    Very unlikely to be picked up again in its current form.


2) SiGS (school database)

Date: May 2006
Status: Completed
Info: High-school graduation project. It was recommended that we use SQL but we could choose our own tools (FoxPro was suggested, but not required); I ended up using C++ builder and SQLite. Straight to the point, the project keeps track of teachers, students, study plans, timetables, attendance and grades. Not the most polished of interfaces, but it did the job well.
Today this would be done as a webapp using JavaScript, but it was an interesting project at the time.

II)Made with C++:

1) Zelda: Fates of the world

Date: Oct 2005
Status: Complete
Info: You could say I had a thing for Zelda, no?
This was a fan-game and also my first foray into making a 3D Action-Adventure.
The character had a sword and a shield and could explore a couple of areas and fight some spiders.
The game was created for a high-school software contest called IT Idea .


2) Planetary War Chronicles

Date: Aug/Sep 2006
Status: Completed
Info: Started building this project for a national gamedev contest put together by the "Level" game magazine called "Tu Faci Jocurile" ("You Make the Games") 2 months before the deadline, when it became clear that a previous more ambitious project wouldn't be done on time. There's rudimentary car physics, you can drive and can get out of the car. There are a few enemies are present in the demo level. The vehicle has a canon with 2 types of ammo, each having 2 upgrades. It also features a cutscene at the beggining of the game.


3) Mach Racer

Date: Jul 2010
Status: Completed
Info:Another game made for a jam. You drive a bike on an endless road and have to score as many points as possible by avoiding incoming traffic. To help boost your score there are 3 "mach charges" that boost your speed and add a nifty screen effect. Took me about a week to finish in-between work.

4) RPG Framework and Editor

Date: Jan 2011
Status: Suspended
Info: A RPG framework and a world editor to go with it.
Mimicking the interface and functionality of the popular RPG Maker series of programs it leans heavily on turn-based JRPG-like games. Unlike RPG Maker, this program was geared towards 3D games and the use of native binaries (support for C++ and FreePascal) for scripting(for better performance).


5) ActorTool

Date: Oct 2012
Status:Suspended \ Cancelled
Info: A tool and a library for Irrlicht to help automating humanoid mesh rigging, keyframe animation fitting, IK & procedural animation.
The tool uses the algorithm described in the paper Automatic Rigging and Animation of 3D Characters - Ilya Baran & Jovan Popović to rig closed meshes. It also fits animations from .B3D, .MS3D and .X files.
Future: Much more developed and feature-rich tools such as Unity, CryEngine and Unreal are now available for a very low cost or even gratis.
As such there is little rationale behind ongoing development for this tool.
It was however a great learning experience.

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