Scott Purcvial

Game Programmer Extraordinaire

2nd Place at NASA Space Apps! :O

By on May 24, 2017

Kickin it for NASA

So a very late update for this one – mind you that depends on how you look at things, for me the NASA Space Apps experience is still far from over.
We still have 12 weeks of MoonshotX to go, a day of Academy Xi and a weekend of Coder Factory Academy to work our way through, and Global Judging is only 6 days away :O

To say this has been an experience and a thrill ride is an understatement. It’s all thanks to AIE (The Academy of Interactive Entertainment), where i study, for sending me down to Sydney to compete, and my great team Craig Bentick and Ryan Whitmore for knuckling down with me when knuckling down was needed, and shenanigans and laughs when S&L was needed. Also my amazing wife for playing team support and pep talk queen. She called us the winners before we even arrived in Sydney and would not let up the whole weekend. XD

The video above is our global submission for our project that we made in 48hours (24hours of actual hard coding). It is a Google Daydream VR data visualisation tool, but it goes much further than that.

Our ultimate goal is to develop this into a great learning and curiosity tool, one where you can put it on, and bring up an area of interest such as, say, dinosaurs. Then you can choose Triceratops for example and lights will appear on earth, showing locations that Triceratops have been discovered. You could hover over a point to see a photo of the fossil find, and some associated data. Click the archaeologists name in that box, and bam! more data points appear showing points of interest surrounding that person, such as other finds, their university, birthplace and so on.

In this way, learning and curiosity could become all absorbing, natural and intuitive. It would create a learning space that kids would not want to leave. This is where we hope this project can go 🙂

At present, it is as it was when we left the hackathon. You can display data, play with time, and overlay information to observe correlations. Feel free to try it out on any Google Daydream compatible device. Let me know what you think in the comments!

Download Here! (Android .apk)

The Tower – update #3

By on April 17, 2017

The Tower! update #3


To be honest, I usually post these updates so late at night, I have trouble remembering what I have and have not released. It’s only when I get feedback about issues that I fixed 3 builds ago that I realise the releases are lagging behind :O

Anyway, here are the latest changes;

  • Much testing with many people and myself and I was still not happy with the controls, so completely rewrote the control sript from scratch, to now have twin virtuSticks, and a constant on screen indicator, as people were finding it unintuitive, and trying to look under their finger to see the dPad… :/ (people are strange) – SO! we now have twin sticks for touch, and lock on targeting for keyboard to make your life easier!
  • MobAI – changes to the mob AI have given them a blind spot directly behind them, you can now perform a sneak attack for double damage! Just sneak up and dont let the slime see you…
  • MiniMap! – so many people asked for it so here it is, minimap! Its a work in progress. I have not decided on the final location of the map on screen yet, and it also needs indicators around the ring to let the player know the direction to the next objective. So, work in progress
  • Main Menu – another WIP – this is currently only for quitting the game, but it was time consuming art wise – so please appreciate. 😀
  • Other Fixes – collider fixes on broken floor lava holes, Crystals now have health bars!
  • Removed Herobrine

v0.15 – Enjoy!

Download Here! (Android .apk)
Download Here! (Windows .exe)

The Tower! Update #2

By on April 15, 2017

The Tower! update #2


Many hours of work and many major changes to the game.
It is now actually what one could classify as a *game* – with level progression, win conditions and the like.
We now have game levels which increase in difficulty the higher you go, a persistent player character throughout the levels, and some fancy schmancy level up effects, win effects and such – oh and a UI!!

Still to do is work on the character levelling – stats, damage and the like. More classes/weapons (im anti classist – more inclined to allow the player to express their class through items and such)

But yes. getting to the point where i can start to implement a game save mechanic and work on player progression and enemy progression to more devious foes!

Enjoy the latest build below, or watch the video above!

EDIT: v0.13 HOTFIX – Fixed all issues noted in Video above.
Download Here! (Android .apk)
Download Here! (Windows .exe)

The Tower!

By on April 4, 2017

The Tower… post 1.


Currently a work in progress for my Cross Platform Development subject, the game is set to be a diablo-esque dungeon crawler for mobile.

Take on The Tower and prove yourself to be the greatest hero of all time!

Download Here! (Android .apk)
Download Here! (Windows .exe)

GoFarts Kart Fartin!

By on October 24, 2016


Old Pharts in Karts

A week of hard sprint down and our game is finally looking and playing like a game! With only one week left to polish (and I may have accepted the challenge to create online multiplayer…) this is our latest critically acclaimed build! Consider it as GoFarts alpha.

This is a lot of blood, sweat and frustration (tears are for pussies) so please try it out! 😀

Download Here!


By on September 4, 2016



So we had to make a game/demo graphical application for Maths for Games to show off our matrix library.
I figured something simple would do, something like Pong, Pac-Man… Asteroids! But I didn’t wan’t it to be just an Asteroids clone bit for bit… so I got thinking… Asteroids… ASSteroids… ASS Steroids? and yeah… ASSteroids was born!

It’s better if you just play it…

Download ASSteroids! – NEW for-everyone version!!

If it will not run, get the Visual C++ installer from Microsoft here. (you should already have this)

Practice Production – Update #5 – Final Submission

By on August 8, 2016


Ave Maria

Final submission / presentation today!
The team worked really hard for the last week push, and we got a great deal of features into the final submission. Not everything we wanted to, but the game shows great promise.

We learned a great deal about Perforce and working as a team. The instructors seemed very receptive of the game and were keen to play a final version if we were to keep working on it, which I think I intend to. I just have to convince the team.

We once again had a last minute game breaking bug, as usual. I was able to leave work early and repair the player controller class fortunately.

Massive credits to the art side of the team. The game would be much less without their amazing work.


Practice Production – Update #4 – Presentation!

By on August 1, 2016



So we get into class. The guys have done heaps of amazing work to the game during the day, while I was at work, but I sat in discord most of the day, chatting away about the changes.
The game looks great, and it plays great! But it has this nagging bug where it refuses to save the Character Blueprint and level.


Oh, Crap.
The teachers are wanting a playable build, now. And our game refuses to compile.

We, as a team, run about in a frantic rush.
Kyle uploads the latest build and multiple team members, myself included, download and rush about trying to fix the bugs. But its unsquashable.

Somewhere in the backend, Unreal got it in it’s head that these files were not checked out, and therefore, not allowed to be changed. Even though source control was disabled.

Long story short, we struggled as a team for over an hour. The teachers struggled with us, and noone could repair the broken project.
I finally got my last version from last night to compile, and we decided it was best to work from that, and bring it back to where Kyle got us to.

At spot on 10pm the first successful build of the game finished uploading onto perforce. The project is uploading as I write this.

Perforce is the devil.

Practice Production – Update #3

By on July 31, 2016


Finally Getting Somewhere.

As the title says, we seem to be making progress.

The throwing mechanic is now all sorted, the animations are working, the HUD has begun to take shape with the throwing power bar and such.
I added a tree and a log to the enclosure, and I now have a spawner working!
We are still to replace the spawned Faller’s mesh with the fallen children mesh, it’s currently a sphere.
Oh! And I added a sound effect to the gorilla! 😀

Overall the game is really fun to muck about in at the moment, and feels fluid and fast paced. This is good.

I have learned a lot about Unreal and Blueprints in the past 24Hrs. More than I expected. I’m finding it to be a really intuitive engine.

Left To Do:

So we have a few things left.

  • UI  – Score, Faller count, Level all need to be added to the HUD
  • Gameplay – Need to make the Faller rate and count suit the level, make the level Win and Lose conditions, Hitboxes for the thrown people.
  • Menu – There is currently no main menu.
  • Art – Still no people or faller models. This is important! Leaving this in the capable hands of our Art department 😉
  • Sound – More sounds. For running, jumping, people falling, hitting walls, person returned to crowd. Maybe make crowd panic more, the closer we get to losing the game?

But we are out of time for that now! We will see how things go at the first submission tomorrow 😀

Scott out.

Practice Production – Update #2

By on July 31, 2016


Wrestling with the Beast

So last night I dove into Unreal and some Blueprint tutorials.

I started with the version I pulled from the server and immediately realised the level was a pain to traverse due to no jump functionality. I figured this should be easy and a good place to start, so I set off to add the jump function.

A couple of videos and hours later that was sorted and I was on a roll. So next thing to work on was the pick up and throw functions, which I got working well.

I spent quite a bit of time on the throw function. Making the aiming feel natural, and learnt a lot in the process in regards to how rotators and vectors work together.

I changed the model to Harambe and a lot of the hitboxes around him.

Then Trouble!

I tried to reconcile with the Perforce server but hit disaster. The files would not reconcile.

From what I can gather there must have been an upload between my get action and checking out files? Or not checking out files?

Anyway. So now I have made a backup of my work, and am pulling the current build to try and merge by hand.

Moving on…

Today is all about making the spawner for the falling people, the hitbox for when you throw them back, and the HUD and score bars and such.

On to it!