Here are some of the software projects that I have worked on over the years. I hope you find them interesting!
-Andy Zickler
Here are some of the software projects that I have worked on over the years. I hope you find them interesting!
-Andy Zickler
Benjamin DeLillo, Aury McClain, Thomas Merrill, Anthony Reese, Michael Tangolics, Andrew Zickler
Sand Havens was created for a Alternate Game Interfaces class, we had to design a controller and a game to play. In Sand Havens a flock of Protosaurs forage for crabs over an island chain, fleeing from hungry sharks and Plessie the plesiosaur. The player’s goal is to extrude islands out of the ocean surface to keep the Protosaurs out of harm’s way… or to simply experiment with the simulation.
This game was created for a deformable surface controller that we designed. The deformable surface controller uses a flexible piece of cloth or rubber, a set of lights, and a simple webcam to capture three dimensional input within a large area of motion. Size and sensitivity are only limited by the camera used, potentially allowing controllers that can be used by multiple people at the same time.
Sand havens was written in C# using XNA. The open source library XNAnimation was used to allow importing of animated AutoDesk FBX mesh files
Geoff Brown, Colin Doody, Mike Dougherty, Max VanDuyne, Christopher Welch, Andy Zickler
Cyberium was greated in 10 weeks for the Foundations of 2-D Graphics Programming class at RIT. The plot of Cyberium is that you are a cyborg mercenary trying to recovery some old military hardware from a warehouse in Siberia. The installation, however, was quite heavily protected with the latest technology during the Cold War. These systems are still activated and view our protagonist as an unwelcome trespasser. You must fight your way through the waves of turrets and armed robots to complete your mission before finally encountering the dreaded "Forklift of Doom."
Given the limited development time, the game only includes one level. All of the general game play mechanics were implemented including multiple weapons systems, particle effects, power up system and our implementation of bullet-time which we call "Overclock." We are especially proud of the bullet-time and particle systems as they really make the game look great.
Cyberium was developed in C++ via Visual Studio using DirectX for graphics and FMOD for our audio output system.
Heewa Barfchin, Steve Bialbok, Geoff Brown, Doug Hawkinson, Alex Petrovich, Christopher Welch, Andy Zickler
Cyberium was created in 10 weeks for the Foundations of 3-D Graphics Programming class at RIT. The basic idea of Orbitus is that you are controlling Major Tom (or what's left of him) via his artificial intelligence/MP3 player, iHAL. iHAL has commandeered Tom's spacesuit after Tom died during the spaceship crash. The major gameplay mechanics include running around spherical worlds that are orbiting around each other while encountering aliens and collecting orbs. Think Mario Galaxy. (We were halfway through development on Orbitus when Galaxy was announced at E3.)
Being that we had limited time for development, Orbitus is nowhere near as in-depth or polished as we would have liked, but we are quite pleased with the results. In particular, we are happy with the gravity effects and the camera system we designed.
Orbitus was written in C++, developed via Visual Studio. DirectX was used for graphics. Additionally, we used SDL for the windowing and input systems and FMOD for audio support.