Portfolio

Welcome!

This is the personal website of Jane Chung.


Please do not copy or reproduce materials without permission.

Scripting Samples

Last update: 07.29.2008


Gold Hungry Crab Quest | Date From Hell



Gold Hungry Crab Quest

[Language: LUA] [Team Size: 1 person]
Final project for a Lua scripting class, based on Thatcher Ulrich's "Meteor Shower" code. Gold Hungry Crab Quest is a very simple technical demonistration with RPG elements.


Custom Features:
  • Implemented experience points and leveling-up system. Killing enemies earns the player experience.
  • Implemented critical hit system. As player levels up, he increases his probability of making a critical hit in an attack.
  • Implemented a health pickup that restores health based on how badly the player needs it. The pickup gives the lesser of MaxHP or 25% of MaxHP.
  • Created and implemented custom 2D art assets
  • Implemented music.


Downloads:
  • Download the Lua Script for Gold Hungry Crab Quest [40.7KB, zipped]
  • - This file is not an executable, but is provided in case you want to see my code.
Screenshots:
Gold Hungry Crab Quest Gold Hungry Crab Quest Gold Hungry Crab Quest Gold Hungry Crab Quest Gold Hungry Crab Quest



Date From Hell

[Language: C#] [Team Size: 1 person]
You are a young woman living alone in your apartment. Your mother occassionally calls to ask you to do favors for her. Since you're a good daughter, you try to do what she wants. Increase your stats (Nice Points and Attractive Points) in order to win the game. This is a casual text adventure game for a mature audience.


Custom Features:
  • Wrote entire code in C# from scratch.
  • Wrote all dialog and story content.
  • Designed the flow of the text adventure to offer meaningful choices where players could take alternate paths, experience conditional events, and witness a conditional ending.
  • Designed code architecture to read dialogue and player choices from .txt files (to minimize hard-coding content) in order to achieve flexibility and expandability when designing game content. Click here to view the .txt data for the Restaurant Scene.
  • Used MS Excel as a level editor to structure and organize the content for the game. Once the game was created and balanced in Excel, the data was exported into a txt file. Click here to view the .xls file used to create and balance Date From Hell.


Downloads: CODE SAMPLE
The following code sample shows how the game tracks the player's story progress based on an identity tag (e.g., 2631, 2632, etc..). These identity tages dictate which segment of the story is displayed, based on the prior choices the player made. Some story segments affect the player's score or give the player a new item. This structure is loosely based on Choose Your Own Adventure books.

case 2631:

Player01.iAP++;
break;

case 2632:

Player01.iAP--;
break;

case 2801: //switch Greg's name to "Dr. G"

Player01.iNP = Player01.iNP + 2;
Greg.name = "Dr. G";
break;

case 2803:

Player01.iNP--;
break;

case 901:

Player01.iAP++;
break;

case 3001://obtain the Super Lip Gloss

Player01.Purse.Add("Super Lip Gloss");
Player01.iAP++;
break;

case 3011://obtain the Stun Gun

Player01.Purse.Add("Stun Gun");
Player01.iNP++;
//draw ascii stun gun
C.Clear();
readASCII(aSGun);
Fun.getKey("\n(Press ANY KEY to continue)");
break;

Screenshots:
Date from Hell Text Adventure Code screen shots