Wizardry is an online multiplayer game which focuses on real-time combat which uses the player's aiming and dodging skills. It is reminescent of the MOBA style with a heavy reliance on teamwork but with a much faster pace.

The game uses the XNA framework and can be played with up to 16 players. It currently has 4 different classes with varying spells and abilities.

Wizardry is currently in development as part of a software engineering project. My role as a developper mainly focuses of Gameplay, Game Mechanics and Graphics.

Here's a recent video which showcases 4 classes and some of their abilities: CLICK HERE !

 

Click here for some before/after screenshots which showcases the changes done to Mammoth
Here are videos showcasing dynamic shadows and weather effects added to Mammoth.

Mammoth is a massively multiplayer game research framework. It's goal is to provide an environment for experimentation in an academic setting in areas such as distributed systems, fault tolerance, databases, modeling and simulation, artificial intelligence and aspect-orientation.

Together with my undergrad collegue Etienne Pérot, I worked on Mammoth during Summer 2011 to upgrade the client's graphics to a modern, shader-based 3D graphics engine as part of an NSERC Undergraduate Summer Research Award.

  • Mammoth now has 3D models for human characters, trees, walls, furniture and other game items.
  • The 3D models now support animation and normal maps
  • Lighting and shadows were added to the game, and various environmental effects were implemented such as snow, rain, sky types and a day/night cycle.
  • The ability to reflect real-time lighting and real-time weather by querying the current weather conditions in Montreal was also implemented.
  • Terrain generation was completely overhauled by adding the ability of having varying levels of detail depending on camera distance.
  • Terrain texturing was also upgraded, allowing much higher resolution texture without a huge memory penalty.
  • Various postprocessing effects are now also supported(bloom, depth of field, realistic water) thanks to the shader-based pipeline.
  • The user interface was completely rewritten, and environmental sound and music were added to the game.

Cannon Game

 

A simple game where you need to aim a cannon balls at you opponents.
This project explores concepts such as:

  • Physics simulation
  • Pixel-Perfect collision detection and bounding box collision detection
  • Collision resolution between with both moving object and random terrain
  • Randomized Terrain generation using Perlin Noise

A small video of the game can be seen HERE.

Spider Maze

 

Another small game where you or an AI needs to reach the middle of the maze without getting eaten by spiders.
This project explores concepts such as:

  • Randomized maze generation
  • Pathfinding using A* algorithm and its variations
  • AI using behaviour trees

A small video of the game can be seen HERE.

Online Tag

 

Just a simple online Tag game.
This project implements different concepts such as:

  • Network protocols using both TCP and UDP to create a Client-Server architecture
  • The use of Dead Reckoning to smooth out movement in between packet updates
  • AI using Steering Behaviours [for more info on Steering Forces you can look these nice examples from Craig Reynolds ]
  • Collision Detection and Resolution

A small video of the game can be seen HERE.

Assembly Tic-Tac-Toe

 

A text based tic-tac-toe? Isn't that a COMP 101 assignment?
Well, what if I told you this ascii Tic-Tac-Toe had an AI?
Not impressed? Did you know the AI has different levels of difficulty?
Not enough? Well, the whole program is written in ASSEMBLY!

This was done as part of an assignment for my "Introduction to Computer Systems" class, was worth 5% and was probably an attempt to lower the class average.
It is written in MIPS and can be downloaded HERE.