The Last Librarian is a puzzle-adventure game, with a focus on dungeons, story, and world-building. The game was published on December 14th, 2019, and it was the first game project I brought to completion. It was over 1,200 hours of total work, including design, writing, programming, artwork, sound, and music. While the game was developed primarily as a solo project, I also collaborated with a few others, who contributed some artwork, story concepts, and sound effects. My wonderful alpha-testing team provided feedback throughout development.
Throughout developing The Last Librarian I learned many essential skills. I worked on every step of the design process, starting with a creative idea and working to implement the necessary systems and release a new version. My particular focus with this project was level design and world-building. I applied comprehensive progression graphs to create eight distinct puzzle dungeons, designed with an emphasis on navigation and spatial reasoning. The overworld was a more open-world design, allowing the players to explore the world at their own pace, while maintaining a satisfying sense of progression. Furthermore, the overworld was integrated with the world-building, using environment design that connected with the game's story and made the world come to life.
Jen_scripts is a GML library designed for creating procedural terrain generation. It implements a vast selection of iterative procedural algorithms which apply changes to a few shared data structures. The asset includes support for most common terrain generation functions, including heightmaps, cellular automata, wandering paths, maze generation, flood-fill, and creating geometric shapes. Furthermore, terrain data can be stored, copied, and combined with great flexibility, allowing for easy integration of hand-crafted content into other procedurally generated content. Jen_scripts is supported with complete documentation for over 50 functions, including explanations and example code.
While developing Jen_scripts I greatly improved my programming and system design skills. With this project I was able to develop complex code that is user-friendly, easy to implement, and reliable. Jen_scripts can be effectively used as a terrain prototyping tool, rapidly creating terrain that may be useful in rogue-likes, survival games, or any other that may use procedural content generation. Additionally, Jen_scripts is an essential foundation for more complicated projects, covering the basic needs of procedural generation out of the gate, freeing more time to develop specialized systems such as chunk loading, infinite terrain, or dungeon logic grammars.
Game jams are a way I frequently test ideas and practice with styles of games I am unfamiliar with. I have participated in over 9 different game jams, most often the Gamemaker Community Jams which are 3-4 days long. I try to pick a new genre to work with each time, so I have now worked on a huge variety of different types of games, though to varying success. This includes Twin-Stick Shooter, Scrolling SHMUP, Roguelike, Adventure, Platformer, Tower Defense, Point and Click, Puzzle, Sandbox, and Visual Novel. Often I participate with teams of 2-3 people, usually taking a lead design or programming role. On some projects I did music and sound design instead.