Daniel Standring's Portfolio

Skills City Projects

Commercial Project

Play It Here
Image of project objectives and deliverables

Here are the objectives and deliverables given to us from the client for this project.

Image of project objectives and deliverables

Planning document for the project.

As part of my boot camp at Skills City, I completed a client facing team project for the video game co-development studio, D3T. the goal was to complete a 2d low poly puzzle game. The picture to the side, shows our objectives and deliverables of the project. The team decided upon the Scrum lightweight framework, an Agile style methodology that uses short bursts of development time (a Scrum), with a review meeting at the end of each Scrum. We used GitHub for source control and collaboration on the project and communicated via discord.

As part of the project I worked on the UI, Level design and AI, and also tried my hand at making tile and sprite art. The AI the enemy uses to chase the player is A* pathfinding, used to calculate the shortest route to the destination(the players location). The code I used for this was based on the code in these videos from CodeMonkey on YouTube. - Watch them here

Image of life code

Code that makes the player lose a life. If they have a life left, they are moved/respawned at the location of the last key-piece, otherwise the game is over.

Code for collecting keys

This code checks if the player has collided with one of the keys, and if they have, sets the ‘lastCollectedKey’ variable to the value of the key the player collided with. The location of the last key the player collected will act as a respawn location.

Image of enermy pathfinding code

Enemy pathfinding code. Moves the enemy to the next position in the path vector list.

Image of Mini Map

Mini map created with a render texture, using an orthographic camera above the level to get a static, flat map.

Capstone Project

Image of Level one of the game

Level 1 of our Capstone Project Game.

Play It Here

After the first few weeks, we were put into groups and asked to complete a capstone project. Our group was a three person team, with me as team leader and main programmer (because of my previous experience). The Game made use of many techniques taught during the course of the bootcamp, Most notably using Raycast to detect collisions.

RayCast Code

Raycast Code.

Code for the apples and rocks spawnpool

Code for creating a pool of spawnable apples and rocks. A set number of apples and rocks are instantiated at game start, and each apple and rock are enabled when needed and disabled when not.

Code to activate and position apples and rocks

Code for setting the apples and rocks to enabled and moving them to a random spawn location at the top of the screen.