These mods were all done by editing the Assembly.dlls for Chop Goblins, a classic-style FPS created by David Syzmanski (the creator of Dusk). This was my first experience creating in depth mods. Doing this helped me to learn some interesting game design tricks I may not have otherwise thought about, while also showing that there's some concepts I've learned from Software Development that I can bring to developers currently in the industry.
This was my first ever mod for Chop Goblins, and it helped me to understand how to use entity's already in the game to create something new. The game has this subway car as an intangible set piece, so I decided to repurpose it as an alternative to the normal car enemy. This one is slightly slower, has a lower pitched voice, but has much more health. It's not the most interesting changes, but it was a great starting point to then implement the more involved mods.Â
An idea I had for Chop Goblins was a "Modded Campaign" which had the player go in the levels reverse, and it would incorporate new weapons for them to use. One of these weapons was going to be a friendly, hand-held goblin named "Pohc Nilbog" who the player would shake to get them to throw multiple axes similar to the Big Chopper enemies.
As a quick mock-up, I created this mod which used the Big Chopper's axe as a weapon model replacement for the staff, and instead of firing lightning bolt explosions it spawned multiple axes that could hurt enemies. The weapon design is weird, as it uses the same ammo but is not quite as effective at clearing groups of enemies. That said, it does not deal self-damage and it does have the potential to do more single target damage if a lot of axes hit a single target, so there's some interesting choices to be made on how to use the weapon.
Chop Goblins Randomizer was a project I was working on for a long time and eventually was able to release, and I'm extremely happy with the result. Not only did the basic randomization of enemies work, but I was able to implement an entire system for managing the rates at which certain types of enemies could spawn, and this was all done without the ability to use the Unity Editor.
Creating entire Menu/UI Options through only code was a long process (not to mention the rest of what I needed to get this mod to work), but I think the way the randomization works and how a player can fully customize how many of each enemy appears was extremely well done, and I'd even do it the same way if I did have the editor.
The only issue this mod has is ammo economy. The game was not designed around higher-health enemies, and there's only so much ammo on the ground. If I were to redesign the game to incorporate an official randomizer mode, I'd enable some form of ammo drops on enemy kills so that being stuck with only melee is not as common as it is with the mod in its current form.