Timeframe: circa 2004 – 2015
Position: Developer
Technologies: C++, TorqueScript, Torque3D, Torque2D, JavaScript, HTML, CSS, Web Sockets, NodeJS, unicodetiles.js, SQL, MySQL
Status: Unreleased experiments, products, and games
The Story:
The above screenshots are a number of procedural experiments, such as spawning generated dungeons in 2D using tiles and a marching-cubes style algorithm, and again leveraging that algorithm, but then creating the maps in 3D and doing automatic imports into Torque3D. At the time, I was impressed by Anarchy Online’s generated quest content, and was replicating it across several content generation experiments with an eye towards leveraging it in an MMORPG demo I was hoping to start working on called Epic Frontiers.
Some of the screenshots show pathBlazer, an unreleased product for Torque3D game engine, mainly because by the time I’d created the add-in, I saw that GarageGames was beginning to fade, and the lift of support seemed a bit larger than I wanted, with contract work ramping up.
Some years later, around 2014/15, I had found unicodetiles.js, a library that allowed ASCII rendering for roguelikes, and I began building part of the Epic Frontiers demo area in it, as a fully-networked multiplayer roguelike with lighting and shadow effects added into the library, along with some performance improvements I’d made. The roguelike was not released, but was a fun project to practice a bit with databases, JavaScript, client-server networking, and roguelike mechanics.