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  • Deprecated function: Required parameter $name follows optional parameter $data in require_once() (line 342 of /home/koryvgps/public_html/includes/module.inc).
  • Deprecated function: Required parameter $options follows optional parameter $data in require_once() (line 342 of /home/koryvgps/public_html/includes/module.inc).
  • Deprecated function: Required parameter $name follows optional parameter $data in require_once() (line 342 of /home/koryvgps/public_html/includes/module.inc).
  • Deprecated function: Required parameter $entity_type follows optional parameter $file in require_once() (line 342 of /home/koryvgps/public_html/includes/module.inc).
  • Deprecated function: Required parameter $entity_type follows optional parameter $entity in require_once() (line 342 of /home/koryvgps/public_html/includes/module.inc).
  • Deprecated function: Required parameter $entity_type follows optional parameter $values in require_once() (line 342 of /home/koryvgps/public_html/includes/module.inc).
  • Deprecated function: Required parameter $entity_type follows optional parameter $view_mode in require_once() (line 342 of /home/koryvgps/public_html/includes/module.inc).
  • Deprecated function: Required parameter $form_state follows optional parameter $input in require_once() (line 12 of /home/koryvgps/public_html/sites/all/modules/media/media.module).

DarkMaze

C#, Unity3D.
For the first annual Utah Indie Game Jam, the theme was darkness. As a four person group, we designed and created this game in 48 hours. We focused on designing a game that would be a fun game on virtually any platform. Because of that, we won first place in the Game Design category. While coding the game, we focused on re-usability, so we can create more levels, modify existing ones, or change game mechanics easily.

Designing the game was probably the hardest part of this project. We wanted something fun and ambitious, but we had a significant time limit. We had a theme, so we started with some direction, but "darkness" can be interpreted in so many ways, it was hard to pick something we liked. We did a lot of brainstorming on a whiteboard, and slowly narrowed it down to a game that we could do in the time limit. It was difficult, and we put more time into it than other groups, but it paid off.

Since this was a 48 hour project, group roles weren't very well defined. I worked on at least controls, lighting, collision, level design, physics, sound, and menus.

Download APK(if you know how to install an .apk)