Hello! My name is Sam Piper, known in the Quake community as "Reki". Below is a portfolio of projects I've released in the past as well as upcoming things.
Wrath (Slipgate Ironworks/3D Realms) is a commercially released retro-style shooter built on a modified version of the Darkplaces engine. I worked as UI, Localization, Gameplay, and Engine programmer from March 2023 to March 2024. In addition to general programming tasks, I also took initiative on redesigning the 2nd boss monster and level design for the final encounter. During April 2023 to September 2023 I worked on an unreleased deathmatch multiplayer prototype as the sole developer, which featured advanced client-prediction features and engine enhancements.
Midnight Guns is an upcoming tactical first person shooter developed by Tastyspleen Studios running on FTEQuakeWorld engine. I act as lead programmer (and level/gameplay designer) and have done 100% of gameplay and networking code, as well as full Steam integration with industry-standard features such as cosmetics integrated with Steam Inventory (think CSGO, DOTA, or TF2) as well as Steam Avatars/Client Authentication with VAC all while complying with the stringent GPL-3 License.
DOOMBRINGER is a commercial game running on Quake 1 tech released into Steam Early Access in 2021 with Singleplayer, Coop, and Multiplayer modes with world-class netcode and latency compensation in the Arena FPS genre. I filled a lead programmer role, doing various tasks including overhauling multiplayer components as well as extending engine features to allow for more advanced level behaviors. I additionally designed and implemented the game's Speedrunning mode, which can track player speedrun split times as well as automatically record demos of each run.
AQtion is a standalone Steam release of Action Quake 2 developed by the community as an open source project. I've worked with the AQ2World team to add modern netcode features such as client-prediction and server-client hitscan reconciliation to AQtion to allow better international/high latency play.
ZynFyr is a passion project of mine, which started as a custom 3D engine built on GameMaker Studio, and has since moved from engine to engine as a sort of learning tool. It's a multiplayer-focused Arena FPS with coop/singleplayer modes similar to 90s shooters like Quake 2.
Cardcannon was developed in 2019 over the course of a week, as an adaptation of Tom Francis' Gridcannon using his open license. The game includes singleplayer, TCP-networked multiplayer, and savestates/demo replays of previous matches.
NARCO[SCHLEPTIC] was developed in 48 hours during the 35th GM48 game jam, entirely in GameMaker Studio 2. It features a fully custom 3D engine, with grid based 3D collision and dynamic lighting. Basically a hacked up Wolfenstein 3D/DOOM engine built in 48 hours. It also features full Quake 4 movement physics ported mostly from feel/memory because I thought it was neat.