A Weapon Odyssey

  • 8 weeks, half time

  • Created using in house engine TGA2D

  • Written in C++

  • 10 people, (5 programmers, 3 artists, 2 level designers

Contributions

      Rendering
 

  • Implemented spritesheet animation.
     

  • Created our rendering pipeline such as handling the camera, automatic loading of all dds files, parallax, particles, automatic spritebatching and a renderqueue with draw layers.

    I also added Y-sorting to allow the character to go behind things in the world such as houses and trees.
     

  • Created a minimap/teleport map that had its own renderqueue, making it easy to add or remove things that should be drawn on the minimap.
     

  • Wrote a shader making the trees in the overworld sway with the wind.
     

  • Implemented the lighting of the world such as fog of war, lights on explosions, enemies, players, bullets. I also did the culling of the lights coupled with the optimization of the light shader to allow for an increased amount of simultaneous lights.


    Engine
     

  • Implemented an object pool to handle a large amount of similar objects.
     

  • Created a level factory used to easily create various objects in the world.
     

  • Created a particle editor using c# with a graphical interface that was used to create all of our particle effects.
     

  • Added a postmaster used to subscribe and send messages between various interfaces.


    Gameplay
     

  • Added checkpoints, doors to connect rooms, warp pads to teleport the player and scene transitions.
     

  • Implemented NPCs in the overworld.
     

  • Breakable objects such as pots, including their physics and shadows.