Nova is a solo project I made for the second BUAS game jam! The game jam was 4 days long. It's a short little adventure platformer about your character named NOVA. I did all the design and programming for this game along with putting it all together. Most of the art is just assets from the internet and the music is not made by me either. I did make the logo for the game though!
The process for this game jam was purely to just follow my gut and make something I thought was cool. I started with the game intro, which was just a bit of dialogue and took it from there, adding new things as i thought of them.
Globulord's smorgasbord is another game jam game, made with one other person. It is made for the third BUAS game jam. For this game I did design and almost all of the programming!
The game is about globulord's shop in hell, where he has to make the pets from the denizens of hell into weird monsters! you do this by attaching items to the animals using globulords arms.
The process for this game jam was a little different from Nova as i was working together with someone this time around. We started by brainstorming ideas around the theme, and iterated on the game multiple times. At the start it was supposed to be an altered beast that would just go on a rampage and destroy a lot of thing, but over the span of the first day that turned into what the game is now.
This is a small solo project I did that tries to simulate groups of steering behaviors within a single space. The steering behaviors act similar to ants. they leave behind pheromones and try to steer towards pheromones from the same group using the agent group's properties. This results in a lot of interesting and organic patterns, from what is in my opinion simple code. The project was made in processing 3.
I started on this project because i saw a cool video on this type of visualization of steering behaviours, which got me to make my own version of it. I made this whole project without looking up the source materials for how this type of thing works, and instead tackled it by applying what i learned from the videos. I don't think that was the best plan, as I am pretty sure it's not a very optimal way of doing steering behaviours, but in the end I got the result that I wanted to get out of this project.
This is a small for fun project I made a few years ago. The main goal for this project was to make a character controller that felt nice to use. When that was done I ended up making it more of a vertical slice. One of the level ingredients I really like in this one is the sort of portals that let you walk in a different dimension.
The character controller itself is fully animated, it features wall jumps, wall grabs, wall sliding, running/walking and double jumps. The character also scales based on your movement, which makes it feel nicer to use.
The art for this project was also made by me, though most of it was made using heavy reference.
I think this project made a pretty good small scale vertical slice for what this game could have looked like if I continued it a few years ago.
I tried to pay attention to every aspect for the small room the game has, so there's small artistic details like grass, or water droplets falling from the ceiling. There is also audio for the project.
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