Flash Mob is a procedural text adventure game. Each time you play, a new adventure is generated! The main focus of the game is to continuously explore, defeat "mobs" (monsters and other baddies) you encounter in combat along the way, and gain experience with which to train yourself new abilities. Flash Mob's style of interaction with the user is derived from my experience playing various "MUD" games online. The setting for the game is inspired by the Forgotten Realms, Warcraft, The Lord of the Rings, The Elder Scrolls, and similar fantasies. I've written the game in Java, and I incorporate a lot of randomization, procedural generation, and creative description to make the different environments, encounters, mobs, and everything else entertaining!
Thanks to Steven Savage of Seventh Sanctum for added name generation content!
Custom Game Mods
I began working on game logic for the first time when creating custom game content for Warcraft III. Mods I made included various "tug-of-war" maps, roleplaying adventure episodes, swordfighter and wizard dueling maps, and crossover content such as flying spaceships, fighting with lighstabers, and using the force. I also had a creative time making cinematic exchanges with preexisting unit dialogue.
My largest project was a gameplay addon to the "melee" game mode... I called it Warcraft IV: Evolution, supplementing the original four races (human, undead, orc, night elf) with 8 more based on other creature factions present in the lore: dwarves, goblins, fel orcs, dranei, demons, naga, gnolls, and dark elves & satyrs; here is what the Race Selection Dialog looked like. Each new race meant custom units, structures, abilities, and tech trees that I designed, resulting in unique playstyles being introduced to the game and also the task of balancing the powers of each race for fair gameplay. Here is a writeup I did on some of the design in the mod. I worked with other modders from sites such as the wonderful Hive Workshop to incorporate art and sound assets others they created. The best part about creating customs such as these was the enjoyment of being a game developer – gratification in seeing a compelling game with cool custom features come together. I largely attribute my experiences with this game to what I do today.