3D Pacman

During the exercises for the lecture “Echtzeittechniken für Computerspiele” (real time technologies for computer games), we had a short introduction to object- and level-modeling in 3d studio max, as well as basic level-, AI-, and gameplay- programming in the shark 3d engine. I designed a number of levels for a 3d Pacman Game (see images below), created textures for the levels, scripted a number of AI behaviors for the pacman and the ghost agent, and modeled a “spaceship” that was used to represent the ghosts.

In-game view of my level

My level in 3dsmax

Silverblade space fighter

Draft: Simplistic RPG System

Playing pen&paper RPGs since I can remember, I always wanted to write my own system. While on vacation with a few friends, we started writing a quite simple rule set. We wanted to use as few dices as possible and focus on fast (but still interesting) fights. We play tested the system over a few weeks and while doing so it grew larger and larger. Because there is always an option you want to add here or a new Skill/Perk/Ability you want to have there. By the time we were home again, the system had grown out of control.

Some months later, I looked at the old system and wanted to rewrite it. Soon I came to the conclusion that starting fresh would be the best idea - so I did it. The new system should be simplistic yet realistic. There should be no Levels or Classes, because I always thought of them as cheap mechanisms of controlling players and enforcing balance. Instead a character will advance in a certain skill, by (successfully) using it.

The first obstacle in my way was the weapon classification. I never liked the way it is done in AD&D or DSA, so i tried to come up with realistic weapon classes. Until now, i haven’t found a satisfying classification.

After working on the System for a month, the winter semester ended and thus I had to study for the exams. After that, my internship started so I never had time to finish the System. You can download the German version of what I have written so far below: