Scripting is where the magic happens in game development. As a scripter with 7 years of experience in scripting, I know how to make the magic come alive. From the simplest tasks to complex systems, I write scripts that promise smooth gameplay.
Small amounts of coding is collaborated with AI, as I believe AI is here to stay. However, all originality and coding foundations start manually, and most scripts and modifications are done manually without AI.
I recently created a 3D Particle system called VortexFX that is highly versatile paired with a full GitHub documentation. Check it out here
This sight system is a highly optimized (like, REALLY optimized) sight system for any kind of NPC
I was annoyed that all NPC systems use raycasting just for the torso or the head despite needing accuracy, so I made this system that detects any kind of limb and the location inside of the limb.
Despite raycasts happening 60 times a second (maximum, not frame dependant), this system uses a modified version of FastCast to handle it's raycasts in a few hacky ways.
After creating a raycast system that was so optimized where 1000 raycasts per frame would take up 2.6% of ALL script activity, I added a Bouncecast system to it.
That bouncecast system looked somewhat like light bouncing, so I wanted to push the system to it's limits, and I managed to make a real-time Global Illumination system and reflections after a few days of work.
GL is done with Color inheritence and very tiny lights and lots of raycasts
Reflections are done with Viewport Frames set to angle with the camera and to hold visuals, also using raycasting for shadows and better visuals.
This system runs at a comfortable and stable 120-130 FPS on my RTX 4070.
This AI system was done as I was very tired of making a new AI from the ground up anytime I wanted to make a roaming AI monster for a horror game.
The system contains 1,356 lines of highly optimized code (for reference, before optimization, the system was nearly 2600 lines of code.)
Fun Fact: Any AI that properly uses this system does NOT have collision on anything other than walls, rather it avoids objects at all costs , meaning it won't get stuck, but it also won't attempt to go through walls or objects.
This is an unfinished movement system and camera system for my game, Sane.
ALL of the movement and camera is done fully custom by reverse engineering Unreal Engine's default first person camera and movement is done without any prior help
Movement and camera work also supports Controller and mobile, albeit cursed, it works and is fully playable.
A very functional roomba ai for some reason.
What's really funny is that this pathfinding is my most advanced pathfinding system I've ever done...
... and it's for a roomba.
Thanks for taking the time to explore my work! If you've liked what you've seen and think we could make something great together, I'd love to hear from you. Whether you need animation, scripting, building, or even a bit of 3D modeling, I'm here to help bring your ideas to reality.
Don't be a stranger - feel free to reach out with any questions, project ideas, or even just to chat about game development. I'm available on Discord as distinguished_duccer 7 days a week because I am chronically online. :D