🗓️
Hop hovac
Hop hovac
Hop hovac
HopHovac was inspired by the classic Pogo Pandemonium mini-game from Crash Bandicoot on the original PlayStation. I wanted to take that same spirit of fast, chaotic platforming and expand it into a standalone experience. Developing the game meant starting with clear requirements and building the base functionality while also creating the art assets myself. Balancing gameplay design with visual polish, managing assets, and ensuring smooth performance were ongoing challenges. The game is now available for desktop.

On the technical side, I applied SOLID principles and used design patterns to keep the codebase structured and maintainable. The AI system was one of the most demanding features: I implemented and customized design patterns to build a cognitive system capable of switching between multiple strategies depending on the player’s actions. This created encounters that feel more adaptive and unpredictable. With a combination of disciplined design, challenging AI, and hands-on asset management, HopHovac became a project that pushed both my creative and technical skills.

The AI in HopHovac was designed around a cognitive system that switches strategies based on context. For example, in one scenario the agent may display Explorer Strategy, where it roams to capture tiles that are not yet in its possession. In another, it may switch to Collectible Strategy, prioritizing pickups scattered across the map. These collectibles not only add progression but also serve as resources that enable the agent to attack.

Once powered up, the AI transitions into an Attack Strategy. At this point, it aligns itself with the opponent, ensuring it faces the same direction before launching a missile or using the acquired collectible as a weapon. This layered decision-making, powered by the Strategy design pattern, creates opponents that adapt to the player’s actions, making each encounter feel more dynamic and challenging.