Portfolio von
Immanuel Scholz
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Bouncy The Ball
Bouncy The Ball
My kids wanted to play one of my games. But our titles are targeted to
"elderly teenagers". So I developed a small and simple android game together with
a game designer and an artist. About 100 downloads so far... but hey! At least I
can continue bragging when one of the most-asked party topic comes up: "Do you
also develop games for mobile phone?"
Dungeons - Modding
Scope: | ca. 1 year |
Technology: | LUA, Scintilla, C#, Windows Forms, XML |
Link: | Wiki |
In my free time after work, I extended the modding framework for my first game
at Realmforge Studios: "Dungeons" quite a bit.
I extracted the integrated level editor from the source code and provided a stand-alone download.
(A copy of the game is still required for the assets.) The peak of my modding efforts was an fully
integrated LUA debugger based on the Scintilla editor framework.
The internal Dungeons "file system" was completely virtualized, so every asset could be changed,
deleted or extended by mods. Scripts are written in LUA. Due to LUA.NET, the complete .NET library
could be used.
Title screen from Nightwatch
Nightwatch
Scope: | ca. 4 months |
Technology: | DirectX 9, C++, VS2010 |
Link: | ZIP,
SVN,
WWW,
AVI |
The idea is simple: Good humans are on the left, bad undead are on the right.
If the bad guys reach the left border, you loose. Humans get several units,
buildings and traps to defence the city.
Nightwatch started in January 2010 as a Java program, but I rewrote it in C++
and DirectX very quickly. From the beginning, the main purpose was for me to
learn game programming techniques.
The Particle Engine is based completely on templates.
A debug console (^-key) enables easy observation of game states. Pathfinding
is based on A* with a path smoothing algorithm.
Sssh.. secret: I am currently rewriting nightwatch together with my two kids
(7 and 8 years old) using Unity3D. Not finished yet...
Massive Multiplayer play per Email: Clan
Clan
Scope: | ca. 1 month |
Technology: | Java, Swing, Sun Java2D |
Website: | clan.sf.net |
I was fascinated from play per email games like "VGA-Planets", "Eressea" and
"Orks" (german PPEM around orcs). Together with a friend who did the artwork,
we started the computer game "Clan". The world was designed for hundrets of
players without having to fall back to separate screens for "cities" and
"continent" etc.
The tile engine can display maps with several million fields. It supports
continous zooming and scrolling. The terrain display is parametrized using a
noise function. A in-game help system based on HTML has been implemented.
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