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Love Thy Neighbor

Sep 09 2010

Love Thy Neighbor was the first of my two Sophmore projects at DigiPen. A top-down, 2D shooter that supported two players on the same keyboard, that was only taken to an Alpha state.

Unfortunately, the only files I have left for the project are missing at least the last several days work. Those last several days were when we ironed out the major bugs, finished up the maps, configured the weapons, and wired in the cut scenes. The binary I do have then is missing all that and is quite buggy, uses only a test map, lacks the cut scenes, and the weapons use utterly random values.

This version of Love They Neighbor is still plagued by my favorite bug of the project, where dead AIs will pop back to life a few moments after dying. That bug along is why I find it worth the time to put what content I do have up for the game.

Files

Team Roster

Screen Shots

Love Thy Neighbor, Gameplay 4

Love Thy Neighbor, Gameplay 5

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C4.5

Aug 31 2010

One of the better pieces of code I wrote in college was an implementation of J. Ross Quinlan’s C4.5 Decision Trees. At the time I had grandiose ideas of making it a generic implementation that anyone could plug in and use. To my current chagrin many of the tricks (hacks?) I used to get my templated code to compile in Visual C++ 6 were utterly non-standard, and did not work with later compilers.

In the process of quickly bringing the code up to something approaching standards compliance I tweaked it enough to muck up the flow of it and now find it genuinely unpleasant to read through. This makes me skeptical that it is the one-size-fits-all implementation of the algorithm I thought it would be back when I initially wrote it all those years ago. That said I can’t begrude my younger self his idealism.

Files

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The Emissary of Tep

Aug 13 2010

A lamentable aspect of the game industry, or at least it is for the company I work at, is that I’m not permitted to discuss the cool things I’ve worked on in anything approaching an interesting level of detail. Such limitations don’t apply to my school projects from DigiPen though, which brings me to The Emissary of Tep.

The final project for my freshman year was required to be a text based game done in C using only the libraries that were part of the C standard. My team took this to heart and even avoided ASCII art to instead embrace sweet, sweet text.

I’ve managed to keep most everything from the project, which goes to show how much of a data packrat I am. The best of it all is the website that a teammate, Jon Olson, wrote for us over the Christmas holiday.

Looking back its startingly how much effor all of us put into the project. My recollections of the time are pretty scant. I do remember spending way too much time writing dialogue for the project, but that said I also recall I wrote only a fraction of what Nathan Frost churned out.

Files

Team Roster

Screen Shots

Sweet, sweet text

Who needs ASCII art?

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