Most of my Gameplay Programming has been through visual scripting or other script languages that the game engines had, like vScripts, Input/Output system for Source's Hammer World Editor or the Blueprint system for the Unreal Engine 4. However, I have interest in programming in a lower level than the visuals script, so I am learning C++ so that I can apply it should I need to. Below are some examples of what I have made in C++ and other visual scripting systems. As always, as I finish other projects, I will add those to this page.
Asteroid Run was a game prototype made in C++ to run with DOSbox (with actual typing in Visual Studio). It was made as the final project for Introduction to Programming at my University. The trick here was drawing a background (Stars are randomly determined), moving the character (Including a jump command, which is implemented, but makes no sense in a space walk), and adding different speeds. So you blast quickly, then slow down. Also, the character can not come out from the other side and the frame must be drawn on top of everything. You can download the files to read through the source code from here.
Unreal Engine 4's Blueprint
There are many examples to draw from. But one of the ones I am most proud of is the system for bullet penetration. Where it takes into consideration the thickness of the wall (And to do, the material and the gun power). Below is a picture of the logic involved for shooting the automatic rifle. Then in the video below I explain that and more of what I made that month for my unannounced game.
Source's input/output system
Again, there are so many examples to draw from, but to mention some, the Paint Gun for Aperture Tag was made using that system. As well as an AI system where depending on your position, the Core (NPC) would follow you around as you solved the chambers.