Matt Monasch

Finished Projects

Behavorial Algorithms: ActionScript/C#

For the 2D implementation, there are two different types of agents each with three states that they can be in that affect how they move about the stage. The rogue characters follow paths and use advanced collision avoidance to attempt to dodge obstacles. The golems follow a flow field and use the same collision avoidance as the rogues. If a golem gets too close to a rogue, the rogue will break off to chase to the golem to fight it. If it succeeds, it will return to following the path.

The 3D implementation was inspired by the British sci-fi television series, Doctor Who. The player controls a blue cube and must collect the colored spheres floating around the map. However, there are many yellow capsule-shaped enemies that, when within a certain distance of them, will begin chasing the player. If the enemy gets too close, the player will take damage which is shown along with the score in the upper left corner. As the player loses hp, the cube will turn more towards red. At 0, your score will be displayed in a new box and the player will be given an option to retry.

Each zip comes with a readme for a more indepth explanation

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