<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Personal_projects on Powered By Boredom</title><link>https://tyrothefox.github.io/personal_projects/</link><description>Recent content in Personal_projects on Powered By Boredom</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Tue, 17 Feb 2026 23:12:27 +0000</lastBuildDate><atom:link href="https://tyrothefox.github.io/personal_projects/index.xml" rel="self" type="application/rss+xml"/><item><title>Iodmtools</title><link>https://tyrothefox.github.io/personal_projects/iodmtools/</link><pubDate>Tue, 17 Feb 2026 23:12:27 +0000</pubDate><guid>https://tyrothefox.github.io/personal_projects/iodmtools/</guid><description>&lt;ul&gt;
&lt;li&gt;&lt;a href="https://github.com/TyroTheFox/IoDMTools" target="_blank"&gt;App Link&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://github.com/TyroTheFox/IoGenerator" target="_blank"&gt;Generator Code Link&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="what-is-this"&gt;What is this?&lt;/h2&gt;
&lt;p&gt;Back when I was running D&amp;amp;D 5e games regularly, I would need to be able to generate NPCs quickly. 5e doesn&amp;rsquo;t always demand an NPC has stats but it&amp;rsquo;s a nice to have. I was also eager to take some of the labour out of preparing adventures. So, I wrote this program; it&amp;rsquo;s a prototype system for generating NPCs. It&amp;rsquo;s based on some rules and tables I wrote up, where upon the tool will generate a bunch of merchants while also generating what they sell and some special rules to handle their temperment or capabilities.&lt;/p&gt;</description></item><item><title>Unus Annus Momento Mori</title><link>https://tyrothefox.github.io/personal_projects/unas_annus_momento_mori/</link><pubDate>Tue, 17 Feb 2026 23:12:12 +0000</pubDate><guid>https://tyrothefox.github.io/personal_projects/unas_annus_momento_mori/</guid><description>&lt;p&gt;(Github Link)[https://github.com/TyroTheFox/unus-annus-momento-mori]&lt;/p&gt;
&lt;h2 id="what-is-this"&gt;What is this?&lt;/h2&gt;
&lt;p&gt;Markiplier and Ethan Nestor-Darling colaborated on a YouTube channel in 2019 where the idea was to make a new video every day for a complete year. But when it was complete, the entire channel and everything associated with it would be deleted. Unnofficial back-ups exist, of course, but the idea was to have something finite.&lt;/p&gt;
&lt;p&gt;An episode during the Covid-19 Pandemic where they had a fantasy Boxing Match caught my attention and I wrote this game. It&amp;rsquo;s a super basic version of what they did just with better customisation. It&amp;rsquo;s possible to add your own fighters as long as you provide formatted animations. It was also possible to create new stages to fight on.&lt;/p&gt;</description></item><item><title>Rat Attack Remake</title><link>https://tyrothefox.github.io/personal_projects/rat_attack_remake/</link><pubDate>Tue, 17 Feb 2026 23:11:27 +0000</pubDate><guid>https://tyrothefox.github.io/personal_projects/rat_attack_remake/</guid><description>&lt;ul&gt;
&lt;li&gt;&lt;a href="https://github.com/TyroTheFox/Rat-Attack" target="_blank"&gt;Github Link&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="what-is-this"&gt;What is this?&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;Rat Attack!&lt;/em&gt; is a game released for the PS1 I picked up randomly at a car-boot sale years ago for cheep. In it, players would take control of cats within an arcade game about rounding up rats and protecting furniture from damage. Collect enough rats and dispose of them to open the way to the next level. Keep doing that through several worlds of harder and harder types of rats to defeat. Apart from some boss fights that aren&amp;rsquo;t terrifically notable, that&amp;rsquo;s the gameplay. The game otherwise had an excellent style, with a vibe that I feel could be really appealing.&lt;/p&gt;</description></item><item><title>Titania Engine</title><link>https://tyrothefox.github.io/personal_projects/titania_engine/</link><pubDate>Tue, 17 Feb 2026 23:11:15 +0000</pubDate><guid>https://tyrothefox.github.io/personal_projects/titania_engine/</guid><description>&lt;p&gt;&lt;a href="https://github.com/TyroTheFox/Titania-Engine" target="_blank"&gt;Engine Github Link&lt;/a&gt;
&lt;a href="https://github.com/TyroTheFox/Titania-Client-Template" target="_blank"&gt;Client Github Link&lt;/a&gt;&lt;/p&gt;
&lt;h2 id="what-is-this"&gt;What is this?&lt;/h2&gt;
&lt;p&gt;Hey look! I used that name after all!&lt;/p&gt;
&lt;p&gt;I had some spare time and enjoyed the idea of getting to tinker on something. That ended up as this. It&amp;rsquo;s basic and could be used for other things at another time but for now, it&amp;rsquo;s got a few Sora sprites doing things. Might come back to it later.&lt;/p&gt;
&lt;p&gt;The idea is to make something data-driven but this ended up in Phaser.js, allowing me to better learn how that library works. The idea is that there&amp;rsquo;s a library that contains the greater amount of the engine, then a client program that houses the game itself. The client is all you&amp;rsquo;d really need to work with the game and build something. Ideally, a WYSIWYG editor, like Unreal, Godot or Unity would be good to add but only when the engine is properly working. Something to write the data more comfortably.&lt;/p&gt;</description></item><item><title>Blazing Fur</title><link>https://tyrothefox.github.io/personal_projects/blazing_fur/</link><pubDate>Tue, 17 Feb 2026 22:57:48 +0000</pubDate><guid>https://tyrothefox.github.io/personal_projects/blazing_fur/</guid><description>&lt;p&gt;&lt;img src="blazingfurscreenshot.png" alt="Blazing Fur Screenshot"&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://github.com/TyroTheFox/Blazing-Fur-Test" target="_blank"&gt;Github Link&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="what-is-this"&gt;What is this?&lt;/h2&gt;
&lt;p&gt;An attempt at building a dedicated version of the Sonic the Hedgehog 2 multiplayer mode, but expanded into a bigger form. The intention was to make unique characters that had to reach their top speed, while traversing tricky platforming challenges. They would get faster and faster until they reached their top speed and burst into flames. There&amp;rsquo;s some ideas about characters and design kicking about but this project represents one of my earliest attempts at designing and creating a game.&lt;/p&gt;</description></item><item><title>Space Shooter Game</title><link>https://tyrothefox.github.io/personal_projects/space_shooter_game/</link><pubDate>Tue, 17 Feb 2026 22:57:02 +0000</pubDate><guid>https://tyrothefox.github.io/personal_projects/space_shooter_game/</guid><description>&lt;p&gt;&lt;img src="shipshooter.png" alt="Space Ship Shooter Screenshot"&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://github.com/TyroTheFox/ShipShooter" target="_blank"&gt;Github Link&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="what-is-this"&gt;What is this?&lt;/h2&gt;
&lt;p&gt;Inspired by games like &amp;lsquo;Captain Forever&amp;rsquo;, I tried using the Phaser engine to make something similar. Using basic controls and phsyics similar to &amp;lsquo;Asteroids&amp;rsquo;, this demo allows a player to shoot down enemy ships, gain credits and kit out their ship with a few basic upgrades. It&amp;rsquo;s not hugely complex but it was a good learning exercise. Both for trying out the idea but also learning about Phaser and the UI elements I threw in to utilise.&lt;/p&gt;</description></item><item><title>Project Reroute</title><link>https://tyrothefox.github.io/personal_projects/project_reroute/</link><pubDate>Tue, 17 Feb 2026 22:56:50 +0000</pubDate><guid>https://tyrothefox.github.io/personal_projects/project_reroute/</guid><description>&lt;p&gt;&lt;img src="reroute4.png" alt="Reroute Screenshot"&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://github.com/TyroTheFox/Project-Reroute" target="_blank"&gt;Unity Prototype&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://github.com/TyroTheFox/ProjectReroute" target="_blank"&gt;Unreal Engine Prototype&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://github.com/TyroTheFox/Project-Reroute-Godot" target="_blank"&gt;Godot Prototype&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="what-is-this"&gt;What is this?&lt;/h2&gt;
&lt;p&gt;This is a project idea for a First Person Shooter with the unusual addition that RPG elements would play a heavy role within the game. These RPG stats would govern key parts of a character&amp;rsquo;s abilities, such as damage with certain weapons, ability to shoot straight or even basic top speed. The idea included the ability to rearrange your character&amp;rsquo;s stats as you wished on the fly. Players were only ever allowed to take one point from one stat to boost another, naturally giving themselves a strength and a weakness, of their choice.&lt;/p&gt;</description></item></channel></rss>