Thing and Fist is a cooperative action game where two players are aiming to become the biggest criminals in the city of St. Avalon. I was the Lead programmer on this project and responsible for a lot of the systems, including Fist's movement and combat, the Level Entities and some of the combat abilities of Thing.
(Link to Steam Page when it's up )
Clocking Out is a first person shooter that takes place in an office building overrun by robots. The player's goal is to defeat these robots with any supplies they can get their hands on while trying to take back the office. I was responsible for both systems and UI on this project. The systems included: The movement abilities, the pen sniper rifle and the printer objective. My UI responsibilities included, updating ammo counts, updating player health, an accurate reticle and Weapon pick up. I also created and implemented the sound effects for this game excluding the music.
Dance Till You're Dead is a 80s Future-Funk-themed bullet hell that stars the player as a pre-destined hero of Dance, made to boogie their way to the all-stardom, starting from the bottom and rising to the top. The player uses a dancing pad to control and play the game, emulating the dancing spirit as they try to survive each dance set. The player is rewarded for being as stylish as possible during gameplay, and if their style ever falls too low, they will lose. On this project I was responsible for making sure the controller surface worked well. I worked in the movement to work with a DDR dance pad through unity inputs and also created a system where if they player stopped moving they would be damaged
Hello my name is Sam Dansereau. I'm a game programmer with interests in UI and systems. I'm originally from the South Coast of Massachusetts where my study in programming began, at Greater New Bedford Voc Tech where I was in the Programming and Web Development program. I continued my study at Champlain College in Burlington, Vermont in the Game Programming major. I've always had an interest in Video Games since I was young and decided that the joy that I got from them was something I would want to help produce in others. I also have interests in Football and Basketball where I especially enjoy the team aspect of those sports. I'm quite excited to truly begin my journey in life and hope to see my goals and aspirations through !
For my capstone Project, Thing & Fist I have handled a lot of the Systems programming especially of the character fist, our brutish melee tank character. One of his few abilities is the ground pound seen above. When activated the Fist slams into the ground, releasing a shockwave the damages and stuns enemies in the area. I programmed this ability including the animations.
This is a list of all of the variables that are used within this ability. It includes basic stuff like the radius of the shock wave, and the Damage caused (gpRadius and gpDamage respectively) It also contains variables for the animation timing such as gpCharge, gpPause, and firstPassCharge.
This is the groundpound function itself which I think looks a lot more intricate then it really is. gpCharge is the start of the ability where fist reaches back and to begin his groundpound which you can see momentarily in the gif above, once that is passed through it begins the first pass charge, which is what does the damage and activates the stun, which is at the bottom of that if statement in the foreach loop. The attack hits every enemy within a collided sphere which can be scene right above the for each loop. Also inside this first pass the animation switch is contained and the amount of time fist is held in that pose is set with, gpPause being set to its max value to begin the countdown, while this countdown is happening fist cannot move, but the attack does not continue in that same loop hence the first pass. Once gpPause is reduced to zero fists, animation is reset and he is allowed to move once again.
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