Armoured Engines

cast-yellowsands

PC – iOS – Android
boundergames.com/armoured-engines/

In progress.     Armoured Engines is a steam punk western epic following the journey of train conductor Dusty Beats and her trusty steam engine, Billy. Interact with the train using your hands to swipe, slide, fling, poke, and otherwise bother a horde of vibrant enemies, utilizing a fully customizable arsenal of weaponry and armed passengers.

Programmer

Solo programmer, using Unity C#.

Created robust level system and editor using a stage metaphor.

Designed data driven definition system using Scriptable Objects.

Created powerful dialogue system to give the writer freedom to bring the characters to life via animations, custom audio, pacing, and other effects.

Producer, Promotion, Business

Handled project management for a small team of 3 people.

Performed all social media, marketing and other business related tasks.

Art Design

Created the art style which was implemented by the other team members.

Code Sample – Gameplay & Tools Programming – CueSeries

https://gist.github.com/CodingDino/022eff65dd00e5e6e92195780fd03dce

For Armoured Engines, which is similar to a shmup, I developed a “stage” paradigm to program entrances and exits of various components as “cues” for things to happen on the “stage” (current Unity scene). This code sample shows the CueSeries, which contains all the various cues in a level, and logic for loading and playing those cues in the correct order. Cues can also pause series execution and wait for in-game events before continuing the series. This also includes an editor which allows the designer to easily create, remove, edit, and reorder cues in the series.

Code Sample – UI Programming – DialoguePanel

https://gist.github.com/CodingDino/5b7ca6536a5b2bd05a6367cae4f2b257

In Armoured Engines, we needed a robust dialogue system for the character-rich story we wanted to tell. This code sample shows the DialoguePanel, which fits into the larger panel UI system I created to handle the various windows and popups in Armoured Engines, and which I continue to use in my other Bounder Games projects. This panel handles the display of in-game dialogue, the animation of character portraits, the playing of SFX for dialogue, and the selection of choices by the user. Dialogue is organised into “Frames” and each frame can link to other frames, depending on choices made or any other factor saved in the player’s profile – such as enemies killed or possibly choices made long ago in the game.

Code Sample – Full Repository – Bounder Framework

https://github.com/CodingDino/Bounder-Framework

The framework code Bounder Games uses for all of our projects is available on GitHub here. It isn’t designed for use by others but is publicly visible, so you can get a sense of my programming quality and version control use.

Screenshots and Trailer