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This page features WebGL Builds and Game Recordings based on courses from Packt, Zenva, etcetera. Additional details linked per project! 

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Multiplayer Game Systems| Fall 2021

Multiplayer Le Chapeau Production
Le Beret

Unity WebGL Player _ LeaderBoards and 17 more pages - Personal - Microsoft​ Edge 11_26_202

Le Chapeau Production

Play Le Chapeau

See Scripts

2 - 10 Players

Use WASD or the arrow keys to run around and steal the beret from the other players! Whoever reaches the winning amount of "Beret-Wearing Time" first wins!

Buckley's Example Project

Multiplayer Battle Royale Production God-Mode Activated

BattleRoyaleScreenshot.png

Zenva Course Production

Play Battle Royale

2 - 10 Players

Use WASD or the arrow keys to run around, pick up health and ammo, avoid the shrinking force field, and shoot other players in this classic Battle Royale game! Pick up the glowing yellow sphere to activate "God Mode", which replenishes your health, doubles your jumping force and running speed, and gives your screen a bright glow! Last player standing, wins!

Multiplayer Leaderboards Production
Halloween Candle Adventure!

Unity WebGL Player _ LeaderBoards and 17 more pages - Personal - Microsoft​ Edge 11_26_202

Zenva Course Production

 

1 Player (Persistent Leaderboard from top 10 players)

Use WASD or the arrow keys to run around as a pumpkin and collect all ten glowing yellow "candles"! Top 10 fastest players get on the leaderboard! Beat your own time, update your score, and unleash the spirit of competition ;)

Game Development Projects

Multiplayer
Virtual Reality

Virtual Reality | Spring 2021

All the following Virtual Reality (VR) projects are based on chapters of "Unity 2020 Virtual Reality Projects" by John Linowes

Chapter 01 - Diorama
Space Diorama

VR_1_Diorama_Pro_01.png
VR_1_Diorama_Pro_02.png

[Above: In order] Scene View, Game View

This is based on the development project from chapter one, which is setting up a simple diorama scene. The player is able to stand in place and look around the scene. For this production, I found a space environment kit (including the skybox) and an Earth model for the player to stand on, as well as a space ship, all from the Unity Asset Store. I removed the ground plane and the photo plane from the development.

To download the executable, follow this link!

Chapter 02 - Zombies Vs. Cyclops
Urban Zombies

VR_2_ZombiesVsCyclops_Pro_01.png
VR_2_ZombiesVsCyclops_Pro_02.png

[Above: In order] Scene View, Game View

This is based on the project from chapter two, where a zombie spawns in random positions and moves towards the target, which is controlled by the player's head movements. If the player stays looking at the zombie for long enough, the zombie explodes! For this production, I adjusted the skybox and added more obstacles for the zombie to move around, as well as adjusting materials and backgrounds.

To download the executable, follow this link!

Chapter 03 - Balloons!
Balloons! ...In Space

VR_3_Balloons_Pro_01.png
VR_3_Balloons_Pro_02.png

[Above: In order] Scene View, Game View

This is the development project from chapter three, where the player can use the balloon gun and make balloons appear, and can then pop the balloons with a throwable ball. The player can pick up the balloon gun by reaching for it and grabbing it with the hand controls, and then can click and hold to blow up a balloon, and release to let it fly! Throw the ball at the balloons to pop them. I adjusted the aesthetics for the game, with a mirrored floor and pedestal.

To download the executable, follow this link!

Chapter 04 - UI Smorgasbord
Chaos in the Street

VR_4_UISmorgasbord_Pro_01.png
VR_4_UISmorgasbord_Pro_02.png

[Above: In order] Scene View, Game View

This is based on the development project from chapter four, which is an upgraded version of zombies vs. cyclops, with a water hose that can be activated via new UI controls. To play, tap the arm controls (on the left arm) to toggle the water on and off. I adjusted the aesthetics for the game, including a fire hydrant for the water stream, and creating a street view. I also added instructions for the water control.

To download the executable, follow this link!

Chapter 05 - Movement
Icy Wonderland

VR_5_Movement_Pro_04.png
VR_5_Movement_Pro_04_02.png

[Above: In order] Scene View, Game View

This is based on the development project for chapter 5, where we experiment with multiple movement types in VR, including Gliding, Climbing, Locomotion, and Teleportation. I adjusted the aesthetics into a snowy world, using an ice axe for climbing, and adding snowmen and ice.

To download the executable, follow this link!

Artificial Intelligence | Spring 2021

AI Fundamentals
Different Behaviors

Fundamentals_Pro.gif

AI Movement Fundamentals. I implemented pathfind and pursue! There is a seeker, arriver, fleer, target, wanderer, path follower, and a pursuer. The movement behaviors are rooted in the Target node (e.g., Seeker seeks the Target node).

[Text on Screen]

  • Seeker - Scarlet

  • Arriver - Aqua

  • Fleer - Fuschia

  • Target - Rust

  • Wanderer - Orange

  • Path Follower - Green

  • Pursuer - Yellow

Flocking
City Drones

Flocking_Pro.gif

1 Player (Non-Interactable)

One of the Drones moves in a set path, and the other drones flock around it.

Djikstra
UI and Data Presentation

Dijkstra_Pro.gif

1 Player

Shortest path from the start to finish? The player can adjust the map and add teleportation and toll roads!

NavMesh
The Tale of the Maze and Flying Red Cubes

NavMesh_Pro.gif

1 Player

Click anywhere on the tan base and the AI will use the NavMesh to navigate around the gray obstacles. Beware! The cubes can push the player!

Steering Behaviors
Three Cubes, Small Map, and Quite a Few Behaviors

Steering_Pro.gif

1 Player (Non-Interactable)

Red follows a path while Looking Where Going, Green seeks Red and Aligns (i.e., Copies) its position, Blue Separates from Green and Faces its target. 

Behavior Trees Part 1
"What's Going on in that Head of Yours?"

BehaviorTree_Dev.gif

1 Player

Click around the playable area as the Green Cylinder, and watch how the 'enemy' changes color based on its behavior tree (shown on screen).

Artificial Intelligence

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