The Witness's puzzle mechanic recreated in unity.
Monday, March 25, 2019
Thursday, February 7, 2019
Shutter
Shutter is a game created in SFML, a lightweight opengl library.
I created the game in a total of 5 weeks in my free time during my winter quarter at scad.
I wanted to show my knowledge of c++ by creating a raycaster game.
I based my initial prototype off of the OneLoneCoders First Person Shooter. The sprite rendering and floor rendering were informed by this as well.
However, I notices several issues with the OneLoneCoder's code.
Firstly, there was an error which caused a fish eye lensing effect. This was solved by scaling the ray distance based of the ray angle.
Secondly, there was no depth buffer. This was needed to add billboard sprites to the game. I looked at the way Wolfenstein Created their billboarded sprites and implemented the sprites in a similar manor.
Each Sprite is separated into vertical slices, hare occluded by the depth buffer. The Depth buffer only need be one dimensional because there is no way for a sprite to be overlapped horizontally, it will only ever be overlapped from the left or right side.
After i had a simple raycaster i needed to create a game to go along with it. I came up with the idea of taking pictures and looked at how i would create that effect. When a picture is taken, the world will render out based of of a "secret" array. With hidden information like keys and doors that will only be visible in photographs.
Sadly sfml's functions for taking screenshots have been depreciated, so i had to go with a slower texture.update().
After i had the camera effect created i had an idea to have a ghost that only move when you take a photo. This turned the game into much more of a horror game as the player is trying to balance gaining infromation from photos of the room and keeping track of the ghost, and of course keeping track of the ghost in it of itself is a uphill battle as it moves closer each time you find out where it actually is.
The full source code is available Here
Saturday, January 5, 2019
OceanPort Mystery



The oceanport mystery is a quick experiment i created when playing with my new fitbit versa. I used the convenient fitbit studio and some JavaScript to put it together in an afternoon and i liked it so much i just had to show it off.
Play it online: here
Thursday, December 20, 2018
Sunday, October 28, 2018
Java 3d game engine
YIKES.
All that work? gone.
I am working right now on rewriting what i can to show off that i did indeed make it, but youll have to spare me for my lack of snippets in the mean time.
Saturday, October 27, 2018
OpenGL
I've been studying opengl in hopes of making a small game engine in c++.
I am following along with thebennybox's opengl game engine tutorials.
So far this has been a great learning experience and i am being introduced to some very advanced c++ concepts.
Here are some progress photos:
Saturday, October 20, 2018
AshFall
Store Page


Please visit the store page for more information, the following will be a breakdown of the code.
Map Generation Part 1
Monday, February 5, 2018
Wednesday, December 13, 2017
Seagull Ai

Here is an ai for seagulls. They fly around, land, and take off similar to actual birds. A world can easily be populated with these birds to bring more "life" into the environment.
Full Code Here
Thursday, November 30, 2017
Inventory
Here is a inventory system i've made. It is inspired by systems like the one in resident evil 4
and focuses on items taking up physical space and shape, and requiring the player to manage their inventory space. For example, high value items could take up larger space, or be a strange shape, thus making it more difficult to carry. Note that objects can be rotated.Wednesday, November 29, 2017
VR Experiments
Here is a collection of vr experiments i have created, i will be updating this post as i do more work
Saturday, November 25, 2017
Thursday, November 23, 2017
Portfolio Revamp
I've spent the day revamping my portfolio, and more specifically my portfolio website. As of now, the page is hosted on the free web server provided by scad, and the domain was purchased through go daddy to have a more memorable URL.
I created the website using adobe Dreamweaver, it is my first foray into html website design, and i think what I've learned can prove very useful on future projects. Honestly i managed to pick up html very easily, i like the setup of having CSS to handle every thing to do with style, and html handling the layout of elements. My main focus for my website were as follows:
- Full control over layout and design
- Sleek but not flashy design
- Smooth page transitions
- Integration of Blogger
- Responsive design, working on tablet, mobile, and PC
Sunday, December 25, 2016
Christmas Jam 2015
I've Spent the last two days of my break making this little Christmas game.
The main point of this game was to make a fun game for my friends.
But more importantly, i now have written a script to synchronize game timers to music (most music synchronizes cost upwards of 30$ on the asset store).
Saturday, December 17, 2016
Abyssal
I followed what i think to be fairly standard practices when it comes to organizing my code. I think the main game loop could be cleaned up. If i were to remake the project from scratch i would use jsons to hold the level data, that way i can hold more information each tile. I could then use a program called Tilded, which is perfect for this sort of thing.
Thursday, October 27, 2016
What Im Working On
Tuesday, October 25, 2016
Hello
Hello.
My name is Nick Barber, I'm a programmer and game designer studying at Savannah College of Art and Design. I've decided to start a blog for a couple reasons. First off, being a programmer, i kind of feel like a black sheep here at SCAD. It can be difficult to show my work, as the first thing a player experiences is mainly visual aesthetics. I'll be using this blog to talk about what i'm working on and how i find solutions to the problems i'm finding.
My name is Nick Barber, I'm a programmer and game designer studying at Savannah College of Art and Design. I've decided to start a blog for a couple reasons. First off, being a programmer, i kind of feel like a black sheep here at SCAD. It can be difficult to show my work, as the first thing a player experiences is mainly visual aesthetics. I'll be using this blog to talk about what i'm working on and how i find solutions to the problems i'm finding.
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