I made this mod originally for my tiny private FiveM server to have some fun with friends.
(FiveM is a modification for Grand Theft Auto V enabling you to play multiplayer on customized dedicated servers.)
Then I thought, why not share it with others? So I published it and listened to feedback from the community to improve it even more.
The project went through 2 months of intensive development (200 commits in the first month and 150 in the second)
until I ended up quite pleased with the results.
Most of the FiveM player base and modder community is focused on role playing, while the goal of PocceMod was always to be a standalone sandbox entertainment mod. I was the first developer who enabled players to have fun with GTA's unused rope API in a multiplayer environment (since it's not synced by default).
Source code: github.com/razzie/PocceMod
PotatoGame is a procedural generated game about little potatoes with customizable AI (which was only done on paper).
The goal is to have them win the game for you by gaining world domination.
This was my second large game project (in terms of time and effort spent on it), but eventually I lost interest and motivation
after forcing myself to work on it and focusing too much on the future outcome.
I'm very proud of this project, but I gave up on ever finishing it.
Videos: potato.mp4 and development.mp4
Source code: github.com/razzie/PotatoGame
RazzGravitas is a simple multiplayer game about gravity.
At the time of making it I just gave up on a somewhat larger project and I needed to give myself a smaller task that I can prove to be able to finish.
The sole objective was to experiment with something simple with no regrets about design decisions and no promises about the outcome.
After about a month of development it ended up having multiplayer support with competitive game rules I'm satisfied with.
I consider the game finished.
Source code: github.com/razzie/razzgravitas
Prepi is an indie game project I was working on together with a friend.
It was intended to be a rage game with puzzle elements.
We took it so seriously we both quitted our jobs to be able to work on it full-time.
After several month of development we reached a point where we wanted to introduce our game to the public via an Indiegogo campaign.
Unfortunately the campaign failed, mostly because the lack of media attention (neither of us were expert on the topic).
Also the game was probably in too early phase to show it to the public.
Due to the failure of the campaign and smaller disagreements regarding the game design we decided not to continue the development.
Source code: github.com/razzie/prepi