Dark Basic Professional - Projects
Whoonu was my real game project. It is based on the card game by Cranium. It was never released, and the coding is very poor.
The game allowed up to 8 players to connect via a LAN connection. One player is the Whoozit, and the other players choose cards from their hand that the Whoozit would like. The Whoozit then puts them in order of how well they like that item, and points are awarded. It was my first game with network coding using the Multisync plugin.
Munchkin was my first "almost" commercial game. I started this game when I discovered the card game Munchkin and wanted a way to play the game with a friend in another state. I had alot of the coding done when I emailed Steve Jackson Games and asked if it was OK that I was using their artwork. Not only did Steve Jackson himself give me the OK to work on this, he also said that if the quality was good enough, he would even pay me to do it. They supported the project by sending pixel perfect card art for the entire first set, and sent alot of promo stuff my way.
The game went well, and had only a few minor issues, but Steve Jackson lost interest in the project. I am guessing it was because they used primarily Mac computers, and DBPro is designed for PCs. Not only that, but at that time I was a beginner with DBPro and did not know how to recover from media loss. Also, the rules from the cards were not programmed in, and there was no AI. It was basically a sand box, however it did support up to 4 players using the original MikeNet plugin.
Given time, I could polish this off and make it a really nice sand box for those who would be interested, however Steve Jackson still retains the rights to 95% of the graphics in the game, so I best not proceed there.
Ultimate Tower Defense
Ultimate Tower Defense was the next game I worked on. It was an idea my brother had, and he loved TD type games. I got the editor and main menu done when my brother lost interest in that genre of games. Since he was the reason I was making it, I soon lost interest myself. It was the first game to feature my new GUI system which has made an appearance in every project since. TGC Thread
The UWO Helper is the first program I made that has seen use outside of my group of friends. It is for Uncharted Waters Online what Wowhead is to World of Warcraft. It shows all the ports in the game, what goods you can buy there, the prices, where you can learn skills, what aides you can hire, and much much more.
You can download this program using the KKP Launcher on this page
This voice chat program spawned when we couldn't be bothered to purchase a ventrilo server. It functions similarly to ventrilo, in that you bind a push-to-talk key and it transmits to the other clients. Pretty simple really, and made even easier with DarkNet's built in voice commands.
Thirty One is a card game that we played at work during our lunch break. I turned it into a PC game complete with achievements. Although this is my most polished game, I do not have complete media recovery, and I am lacking avatar graphics, and so I haven't released it yet. You can find an old beta version at the TGC forums here
Accursed Lands Mapper
Accursed Lands Mapper is a program I made when my friends and I were playing Accursed Lands. It served as a map for the game that any person in our group could update and add landmarks to, complete with information about that type of landmark it is (orchard, cave, death trap, etc). The game's outer map is 2500 tiles by 2500 tiles (we estimated), which is insanely huge. It takes roughly 10 hours of real time to travel around the world, and that is only accomplishable if you are very prepared for the trip (or a Halaak I guess). Since exploration is the part of the game that offers the most fun, we had to start mapping the world right away. We got about 15% mapped before we took a break to seek out other games.
Since this program contains a vast amount of in-game information that should only be obtainable in-game and in-character, in respect of the Accursed Lands team, this project will remain private. Please do not ask for it.
Magic the Gathering Card Database
This program was used by our Magic the Gathering group to keep track of which Magic cards we had, which ones we wanted, and even facilitated trades if the conditions were right. The magic database was too large, and the project was too ambitious. It has since been discontinued, however it was re-started using CGI/Perl on the Dice to Mice website
and will contain all the same features.
Dice to Mice - Point of Sale System
My friend started a game store in town called Dice to Mice
and I was tasked with creating their Point of Sale system. So I did. It includes a full inventory tracking, customer loyalty accounts, tax calculations, the whole deal. All of the data is stored on a MySQL database, which also links to their website DiceToMice.com
. Overall this is one of my favorite projects, mainly because it sees use every single day, and has helped to make my friend profitable. (Sadly, I haven't been compensated at all yet for creating it). The screenshot to the right is the login screen, as I do not want to give away any trade secrets. This project contains full media loss recovery routines, and the window can be resized without stretching the image. (DBPro users will know how difficult that is)
Knecht Home Center - Product Catalog and Sales Tools
This is a program I wrote for my company. I work for a chain of lumber yards
that sell a variety of products. There are so many products stocked at our yards, and they used to keep a list of SKUs in a book. I created this visual catalog that organizes the products and displays information about the products that customers might need. Best part is that by clicking an item in the catalog, it adds that item to the Point of Sale system's current transaction.
The program also contains estimating tools that help our employees do their jobs. They can estimate how much ceiling tile is needed just by drawing a quick layout of a room, calculate the amount of concrete needed for a sidewalk, and much more. During normal office hours, there are an average of 35 employees with this program open. This project contains full media loss recovery routines.