Elsia is the first game I worked on. Created from August 2005 - December 2005 as part of the CIS300 course at Cornell, Elsia is a 2D platformer that features asymmetric cooperative gameplay. One player controls the main character Spike via the keyboard, and another controls the fairy character Friday through the mouse.
I served as the Team Lead and Designer for the game, which meant my duties were designing the game mechanics, levels, and managing the production of the game by setting and adjusting milestones, dealing with team conflicts, etc. I didn't actually do any coding for the game as I was already handling 2 other programming courses that semester, but that allowed me to concentrate more on the design and production issues in developing a game. It is interesting to see the contrast in level design between Elsia and my later game, Leshy. Elsia has the honor of being selected as a highlighted game for the Game Design Initiative at Cornell (GDIAC)
Elsia was made by:
Jeremy Awon: Tech Lead
Nolan Leung: Programmer
Eric Tobis: Programmer
Nate Burba: Programmer
Brenda Chen: Artist
Chin Xiang Chong: Team Lead, Designer
Click here to download the executable for Elsia
Please Note: Unfortunately, the game was written with a dependency on DirectDraw, which is now deprecated. If you install an old version of DirectX (9.0c, click here to download) the game should work fine, otherwise it is likely that the game will not work for you, especially if you're running Windows 7 and have the latest DirectX drivers installed.
Leshy (former title: Quicksilver Blaze) is a 3D 3rd person platformer, where you play a ball with the ability to grow and shrink. It was developed as a Master's game project at Digipen over January - May 2011 by Team Radioactive Dodos. Leshy was nominated as a Finalist in the 2012 Indie Propeller Awards in the categories of Best Design, Best Audio and Technical Excellence. Leshy was also awarded Best Master's Technology and Best Master's Game in the 2011 Digipen Game Awards.
I am the Designer of the team, which means my responsibilities are chiefly in design of levels, gameplay mechanics, and general feel of the game. In addition to design, my programming contributions to the game so far have been implementing the behavior for environmental objects such as checkpoints and moving platforms/objects, level editor functionality, the HUD, the 2 time attack modes and general bug fixes.
Team Radioactive Dodos are:
Fanny Paola Vadillo Herrera - Producer
Malte Skarupke - Technical Lead
Andrew Friedland - Physics Lead
Chin Xiang Chong - Designer
September 25 2011 - Update to Version 1.21
1. Minor graphical and difficulty tweaks.
September 03 2011 - Update to Version 1.2
1. Some tweaks to level in light of PAX Playtesting. Difficulty of jumping set-pieces was lowered, some extra check points added.
2. Fixed springs playing sounds when they were not supposed to.
Aug 12 2011 - Update to Version 1.1.3
Final build before PAX Playtesting!
Added extra diagnostic checks: warning message will show if OpenGL drivers are not up to date/graphics card cannot handle Leshy.
May 29 2011 - Update to Version 1.1.2
1. Slight adjustments to level
2. Added missing sound effect for old style derez zones.
May 28 2011 - Update to Version 1.1.1
1. Slight adjustments to level
2. Arrow no longer changes color when reaching advanced area
May 26 2011 - Update to Version 1.1.
1. 2 new set pieces in level, slight adjustment of some previous set pieces.
2. Cut down loading time in half
3. Use Windows' common documents folder instead of user's personal documents folder.
4. Miscellaneous behind-the-scenes engine improvements.
April 26 2011 - Initial Release
Click here to download the installer for Leshy Source code for the game is available on request for purposes of code samples for employment!
This project is taken from a Graphics class. It demonstrates some basic graphical techniques through shader programming, namely texture mapping, bump mapping and environment mapping. OpenGL and GLSL is used.
The code is based off a framework by Gary Herron, and uses OpenGlut. Recommended files to use as code samples are the shaders, shader.vert and shader.frag.
This is an assignment taken from my AI course. It shows a basic AStar pathfinding implementation over a square grid. There are some options that can be tweaked, e.g. choice of several maps, choice of heuristic function used, etc.
The code is based off a framework provided by Steve Rabin, with the actual AStar implementation done entirely by me. Recommended file to look at for code sample is movement.cpp.
*EDIT: Unfortunately I've been told that other students had been directly lifting my code for the same course I took, so I've been asked to take down the source code as of 30th November, 2011. Apologies for any inconvenience caused! The upload now points to a compiled binary, no source I'm afraid :/*
DirectXSDK installed, preferably latest version (June 2010 as of this writing).
HarpoonNinja is a quick engine sample I put together for my Intro to Game Development class at Digipen. It is a 2D platformer, where the main Hero has a grappling hook that allows him to climb walls, pull objects closer to him, and slow enemies.
HarpoonNinja is built on top of a framework provided by Chris Peters of Digipen. Game control, logic component design and AI system in particular were written from scratch/heavily modified from the original code. The AI system also highlights how a simple parallel State Machines architecture might be implemented quickly and cleanly. Recommended files to look at for code sample are GroupedBehavior.h, GroupedBehavior.cpp, Behavior.h, Behavior.cpp.
Graphics in the game were chiefly provided by Brenda Chen, taken as they are from my previous game, Elsia. The rest of the graphics (power-ups, etc), were found through a Google image search. If you are the creator of the graphics and would like for me to remove them from this sample, kindly contact me at chinxiangchong-removewithanATsymbol-gmail.com
This is clearly not working.