2017
2D Engine (C++/SFML)
After a year, using C++, I ended at Ubisoft as a trainee and I had to work with Unity and C#. This job was really pleasant to learn new stuff but frustated me a bit for not using C++ anymore.
So I've decided to start a brand new 2D engine from scratch to understand better the problematics and the constraints of making an engine from scratch. For this engine, I've decided to use C++ to upgrade my skills and to use SFML for it's displaying methodology and because I'm starting to be used to it. I've decided to call it the "Free Engine", because it's sound like a freedom for me to create it during my spare time. The aim is to create an engine with lot of functionnalities, read to use and adaptative. Once the development of the engine well advanced, I planned to make a game using it in order to test it and see the performances and the capabilities of this engine. The engine is available for free at this link: https://github.com/antoinusitos/FreeEngine I've started this engine on 11th October 2017 and I plan a lot of things for it. On the left you can see a first look at the engine one month after its creation. I've worked principaly on functionnalities so it's looking ugly for now but lot of work will come later. |
First test with Substance Designer
C++ Multiplayer Chat (Client/Server)
Using Racknet, I made a prototype of a multiplayer chat.
When a server is launched, people can join with their name and a specific IP. After that, they can communicate to everyone or to a specific client using @name. These Client/Server have been released in C++. Everyone is notified when a player join and when a player leave. The list of every player connected is shown on the right of the screen. This prototype is available on github : https://github.com/antoinusitos/RaknetProject I'm currently making modifications and bugs fix. |
2016
OpenGL Programming
Using a french tutorial about OpenGl 3.3, I was able to make a scene in C++ that contains several boxes, a rotating relic and a house.
All the shapes are hand made, creating matrix of vertex and matrix of texture. The rendering is made in the graphic card using the Vertex Buffer Object and the Vertex Array Object. A shader send the informations to the graphic card. I can move the camera with the keyboard and the mouse. I'm currently adding some shaders. I plan to make a script to import .obj objects to add more complex objects in the world. |
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City Building
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After I saw a Ubisoft conference about Assassin's Creed Unity, I decided to make a test of a city building in blueprint on UE4.
I try to make it simple and easy to use. Basically, you have four points on your object. Each points are linked with buildings. You can add easily points and move them as you want. Each building is randomly generated in the editor. In the video, they have a roof, a base, a texture for each part, two windows and a door. Textures and shapes are very easy to change. Once the buildings are generated, you can change each building separately. For the video, I added some bench, vegetation and decoration. You can see an early result on this video on your left. |
Building System
During my reflection for my last year project, I thought about a building system in UE4.
So I made a building system as we can find in Ark. I made it in blueprint as simple and clear as possible before making it in C++. I planned to make a tutorial on this system. You can put a foundation first and after that create walls, door, windows and roof. To extend your house, you can add foundations around the first one. |
Banana Shooter Killer
Banana Shooter Killer is a banana-gun based game for two players. Each player has his banana gun in his banana holster. Some western music is played. When the music stops, each player must take off his banana and press the shoot button to take off the gun in the game. He then must reload his gun with his hand, touching the button inside the barrel of the banana. When the weapon is reloaded, the player can activate the hammer and shoot. The first one to shoot wins. The game lasts three rounds.
Created by: Valentin Birembaut, Antoine Gargasson, Matthieu Humeau, William Patruno, Benoit Vidot Stuff used: – 2 big bananas – 6 buttons – 2 keyboard encoders – 2 belts – 2 cardboard holsters |
Card Game
During a C++ course, I had to make a card game in C, not using classes but only structures, in 1 day.
The game had to be in the Windows console. We had to put in the game some creatures, mana cards and spell. The aim was to understand how does the inheritance work and to use pointer; I wanted to make a Hearthstone like game with some specific rules. Features : - Two Players game - Random deck each time - Mana cards give players some mana - Monster can be played and can be used on the terrain - Easy add of new cards - Spell can be played only during the turn of the owner What I learned : The code would have to be cleaned but the game work. I now understand better how the inheritance work. This project give me ideas and I would like to try to make my own card game with graphics. |
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2D Fight Engine
During a programming exam, I had to make a 2D fight engine, in 2 days, with a friend.
The constraint was to start from the beginning with no framework. We coded it in C++ on Visual Studio. SFML was used to get the keyboard input.
We decided to make a real time game in the windows console.
We didn't have to put graphics in the engine.
Two days later, we finally finished it happy and satisfied of our work.
Unfortunately, I haven't graphics for this project.
Features :
- 2 Players fight against each other
- A combo list that can be modified easily for each player
- A fight not only based on smashing buttons but with tactical movements
- Different combos based on direction buttons
- 3 game modes (Player vs Player, Player vs AI, AI vs AI)
To Add :
- Tweak some variables because the game end too fast
- Graphics to the engine
- Cooldown on displacement like jump
- Displacement on right and left
- More Combos
What I learned :
I'm very proud of myself, having finished it with no bug. I want to add graphics to see what it really looks like.
I can now see what involved to make an engine and why it's hard to make engine for different types of games.
The constraint was to start from the beginning with no framework. We coded it in C++ on Visual Studio. SFML was used to get the keyboard input.
We decided to make a real time game in the windows console.
We didn't have to put graphics in the engine.
Two days later, we finally finished it happy and satisfied of our work.
Unfortunately, I haven't graphics for this project.
Features :
- 2 Players fight against each other
- A combo list that can be modified easily for each player
- A fight not only based on smashing buttons but with tactical movements
- Different combos based on direction buttons
- 3 game modes (Player vs Player, Player vs AI, AI vs AI)
To Add :
- Tweak some variables because the game end too fast
- Graphics to the engine
- Cooldown on displacement like jump
- Displacement on right and left
- More Combos
What I learned :
I'm very proud of myself, having finished it with no bug. I want to add graphics to see what it really looks like.
I can now see what involved to make an engine and why it's hard to make engine for different types of games.
2014
Furious John
My interview about the game :
What is your role in the project ? Already having knowledge on Unity 3D and in JavaScript, I found myself Lead Gameplay Programmer. I script the environments, player's actions, the history and some other cool features. I also put in the game the elements that Matthieu imagines on plans and add in it some programmed elements for the tests. What do we owe you in Furious John ? In Furious John, I bring my own conception of the inventory and the interactions with the environment as doors, chests, lights and also the quest system. Your point of view about the project ? I think that the project allow us to discover ourself. To see what involve a project, how it materializes, the difficulties and the happiness to make it. We acquire, at the same time, experience that will be very useful for the future. I believe in this project. When it will be achieve, I think that it will represent the personality of each member of the team. I also see this project as a chance and a proof of our motivation to the schools which we will show the prototype of the game. It's a chance to explain our ideas through a project in team as this one. How do you see John ? I think and I believe that John is a character that players will remember. He's an ordinary man who just become a bit crazy (laugh). He engages himself in the mafia in order to have his revenge and he doesn't work half. He crushes everyone who oppose him and doesn't hesitate to employ drastic measures to achieve his ends. Enjoy yourself because John is a crazy man and he will show you everything you know. What do you prefer in Furious John ? What do I prefer ? the crazy side of the game with all the possibilities and the explosions ! I also appreciate the freedom that the player already have and will have in future missions. This game was made on Unity 3D in Unity script in about 6 months with 2 friends of mine. Link to the project : http://furious-john.over-blog.com/ Team : Antoine Gargasson (Programmer) Benjamin Lefèvre (Programmer) Matthieu Meunier (Game Designer) |
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