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Fill out the boards page more
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Longestboi committed Jul 20, 2024
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3 changes: 3 additions & 0 deletions content/_index.md
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meta:
google-site-verification:
content: "BV3w5dRQWBlXkZnC-LlLVDgTvNOY9XN4RjAq1oclktc"
# http-equiv:
# http-equiv: "refresh"
# content: "1;url=https://www.mozilla.org"
# bannerImage: "/games/brick-breaker/brick-breaker.webp"
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30 changes: 9 additions & 21 deletions content/boards/index.md
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#content li:last-child {
padding-bottom: 0;
}
</style>
{{< /rawhtml >}}

{{< rawhtml >}}
<style>

.img-center {
display: block;
margin: var(--gen-bottom-padding) auto;
height: auto;
max-width: 100%;
}

#collect-coin > .image {
#collect-coin > .image {
background: url(/games/collect-the-coin/Collect-The-Coin.webp) center no-repeat, url(/games/collect-the-coin/CTC.webp) repeat;
}
}

head3 {
head3 {
color: var(--text-color-90) !important;
}


}
</style>
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### 3. Implement and analyze fundamental data structures and algorithms associated with game applications supporting gameplay mechanics.

{{< boards-section "pytris" "Pytris" "/games/pytris" "./Pytris.webp" "Built with the Pygame framework, from scratch, to be as modular as possible. Implemented a Godot-like signal class, base game objects, state machines, easing functions, etc…" >}}
{{< boards-section "pytris" "Pytris" "/games/pytris" "./Pytris.webp" "Pytris implements the parent-child owner model by storing child objects in a list. One data structure I've implemented for maximum independence is an observer object, which is an object that holds a list of functions that are all executed when the observer gets notified; I've implemented mine using Godot's naming conventions. Pytris also utilizes multiple easing functions that move the main menu screen to reveal the options menu." >}}

{{< boards-section "wardog" "Project Wardog" "/games/wardog" "./Wardog.webp" "Built with Ren’Py, I built the dialog system using a tree to easily model how the text would be used in-game." >}}
{{< boards-section "wardog" "Project Wardog" "/games/wardog" "./Wardog.webp" "In Project Wardog, I implemented two data types and a few supporting types. The more complex data type of the two was the SimpleDialog tree, which utilized node classes to store each possible interaction type, like irritated, offers, and conclusion responses. The other data type I implemented is the BookLike class. It directly interacts with Ren'Py's scripting language to hide and unhide screens inside a list passed into the constructor based on the current index." >}}

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### 4. Use software development processes to analyze a project problem, and to design, build, and test a corresponding software solution.

{{< boards-section "wardog" "Project Wardog" "/games/wardog" "./Wardog.webp" "I built out the tooling to take the dialog that was written in a spreadsheet by the designers and generate a Python file that assigns the dialog text to a variable that can be used by the programmers in-game." >}}
{{< boards-section "wardog" "Project Wardog" "/games/wardog" "./Wardog.webp" "Project Wardog had writers who weren't comfortable making commits to the game's repo. To make their lives easier, I wrote a Python script that would take a CSV file, one which gets generated by Google Sheets, that contains variable names and the corresponding strings, and parses it into a single Python script that gets imported into the game, where its data can be used throughout the code by any programmer." >}}

{{< boards-section "tfttar" "Tales From Teren: The Approaching Rot" "/games/tfttar" "./TFTTAR.webp" "The framework that _Tales From Teren_ is built on uses a very limited custom language. To get around many of the issues I had, like having functions that you can’t pass variables into, I modeled out a system that allows you to store variables in global memory, exactly like how CPUs do it at a low level." >}}

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{{< boards-section "pytris" "Pytris" "/games/pytris" "./Pytris.webp" "One of the more complex engines I’ve written in Python due to a lack of time constraints. Contains things like Godot-like signals, GUI objects, global data, and high framerates for an interpreted language." >}}

{{< boards-section "peggle" "Peggle Clone" "/games/peggle-clone" "./Peggle.webp" "I've built this Peggle clone with independence in mind. No object has a direct dependence on another object. I've made everything in this project independent by leveraging a few of Godot's features. All pegs in any scene add themself to a group when they get instantiated. When the main game script gets instantiated, it grabs the group the pegs added themself to and operates on the pegs accordingly." >}}

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### 6. Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.
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# My Programming Work
This page is only for a simple overview of the game. If you want to learn more about the systems I’ve made for this game, click the headers.
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<div style="display: flex; flex-direction: column; align-items: start;">
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