'Echo Chamber' was the third game I worked on for an ODU game jam.
It was my second game jam with Team Lock Inn. A narrative game where
you talk with a therapy bot aboard a space ship as it hurtles towards
a gas giant.
It was an interesting project to work on. At the heart of the project,
it is actually a visual novel, despite what the 3d enviroment may imply
at first.
I wound up making my own little scripting language to code the
dialogue with. For the short time I had, I am very happy with the
finished product.
Lock Inn intends to continue work on this project, so keep an eye on our itch page!
Git repository can be shared upon inquiry.
https://deadboil.itch.io/echo-chamber
'Shuffleboard' is my latest solo project. A visual novel/sports game, where you
take place in a shuffleboard tournament. It was made for my
'Writing for Games' class as my final project.
I created the game in the Godot engine, modifying and improving
the custom visual novel scripting language I used for Echo Chamber
a couple months prior.
Due to making this as a solo project for a class, all the art
and writing was also done by me (Except for the very obvious stock
images found throughout).
For the future of this project, I have already recruited several
promising creatives to work under me. I am excited for its future.
https://github.com/ParkerDavisGit/shuffleboard
https://parkeredavis.itch.io/shuffleboard
'Raize: Soulbinder' was created for the
Old Dominion University Spring 2025 Serious Games Jam.
It was the second game jam I participated in.
I worked with Team Lock Inn as the head (and only) programmer
for this tactical rpg.
The development of this one was rocky at the best of times.
I made the terrible mistake of underestimating how hard it would be
to create a Fire Emblem-like game. That, combined with college assignments
catching up to the entire team ended up with the final project being
a bit buggy.
Despite the bugs, I am still very proud of what I got done.
It really is an actual working demo for a tactical rpg, with a bunch
of potential if Team Lock Inn ever actually picks it back up.
Git repository can be shared upon inquiry.
https://parkeredavis.itch.io/raize
'Spooky Game' was my first real attempt at a game.
Though, calling it a game is overselling it.
Spooky Game was my submission for the 48 hour Spooky 2D Jam '23.
It was coded entirely using Python's 'Pygame' and ported to WebGL using asyncio.
Needless to say, 48 hours was not long enough to build a game up from near scratch.
So, I wound up turning it around and using it as a learning experience,
putting into practice my theories on how to structure a game.
I would certainly structure it differently now that I am formally learning
software development best practices, but it was good for me at the time.
The project as a whole turned into more of a tech demo for persistant states.
I spent most of the system development time focusing on making the light switches
save their states between loading zones. Which they do very well.
I did all the art myself in a rush!
https://github.com/ParkerEDavis/Spooky-Game
https://parkeredavis.itch.io/spooky-game
The game of life was my first finished project made in the Python library 'Pygame'.
There's not much to say on it as a whole, but I am still proud of it
and learned much while making it.
For instance, this was the moment where it finally clicked that objects in python
(and practically all other programming languages) are the locations of the object
and not the object itself.
I spent quite a while troubleshooting before I learned how to make a "deepcopy".
Beyond that, it is a pretty standard game of life algorithm.
I made it small because I wasn't sure how big I could make it without it
lagging out my old computer.
I will have to make an updated/expanded version soon.
Look forward to that.
Top: Edit Mode Bottom: After above has run for a bit.
https://github.com/ParkerEDavis/game-of-life