Barricade Alpha

Client : PhyerSoft
Contract Length : April 2011 – August 2011
Role : Lead Developer / Programmer
Tools : Troglodyte Game Engine, Adobe Photoshop, Opengl, OpenAL, C++
Platform : PC

Barricade was the first real time game that actually had some content that I ever worked on.
The team (PhyerSoft) on this project comprised of :

Design : Mike Poole
Art : Dwayne Madison
Music : Pete Wikstrom.
Programming : Will Canada

The game was created using my custom C++ engine Troglodyte, which used Opengl for rendering, OpenAL for audio, DirectInput for gamepad controls.
I initially was developing my game engine specifically for this game, but later left the group. I returned in 2011 to tackle the project again,
with my engine in a more complete state. The torch was later passed on to another coder, and I’m not sure the state of the project these days?

The alpha featured 3 robots, 4 levels, and 2 different kinds of blocks. The alpha showcases the bare systems of the game.
It had an interesting block match mechanic that is present in the alpha, but do to no visual feedback, is hard to pickup on.
I learned a lot during the development of this prototype.