APB (All Points Bulletin) is a city-based community game where players choose between playing the criminals or enforcers trying to catch the criminals. The core concept being the ability to customise your character, vehicles and audio so as to allow each player to have their own unique avatar.
I joined the project in July 2009 as part of the Audio team, working on the Music Creation tools. My work included maintaining the existing codebase and packages for the UI Scenes relating to the Music Studio, along with re-designing the existing music studio objects to support better storage and the ability to broadcast created songs live in game.
Recently I've joined the UI Team, working on implementing new designs for the in-game Music Player, Garage and inventory. This is primarily refactoring the existing beta designs and creating new widgets and kismet actions to optimize the user experience.
PP++ is a game development framework aimed at helping to teach the core skills of videogame programming, but also providing a simple and lightweight framework that these same learners
can make use of to create their own games.
The idea was born from time spent teaching game development. My students knew the basics of programming and game development from kits like GameMaker, but
were unable to find a combined set of tutorials and code that would help them grow into developers of proper games.
PP++ was made to fill this gap and provide teachings in teh key areas of core game development (Graphics, Audio, Input and Resource Management). It was completed using
a fully iterative development process, including the use of centralised source control, daily builds, documenting the design process and development of tutorials to help users learn the library.
Once I reached the end of my degree project at University, I decided to take the code I had written forming P++, and to real-world proof it by using it for it's intended purpose; making a game.
In one month I took the previously Windows only P++, and began porting it to the Nintendo DS platform, at the same time creating image resources and writting game specific code for handling the 2D Hardware on the DS.
Due to time constraints I've not yet gotten back to developing the game any further. So contained here are a few screenshots along with a sample ROM for you to test.
Fingergun Studios represents a joint venture between myself and friends to envision and create new and exciting game prototypes. Currently my major investment is in locating or creating the tools and libraries needed to assemble a standard development kit for all members of the team, along with building the core tech for our projects.
Projects Pending
Windows Vista brought about many new UI controls in it's effort to simplify things for end users, and one of these was a new
path navigation control for use in explorer. However, Microsoft did not make this available for other programmers to use.
This sample is an implementation of the design using standard .NET components wrapped into a simple to use control. Its design uses a simple
yet extensible node based design so you can take the control and extend it to navigate other nierarchical namespaces.
A WPF/.NET 3.5 Version is currently in development, along with an improved file system navigator and registry node navigator.