Nocturnowl

  • 8 weeks, half time

  • Created using in house engine TGA2D

  • Written in C++

  • 9 people, (4 programmers, 3 artists, 2 level designers

Contributions

      Gameplay

  • Implemented the player coupled with all of its mechanics such as double jump, dash, wall slide, wall jump, wall climb, crouch.
     

  • Breakable platforms that crumble when you touch them.
     

  • Implemented the player UI, displaying collected worms.
     

  • Implemented the final event where the water is rising and also the scripted event that is played when you gain a power up.
     

  • Added pickups for worms and dash resets.


    Engine
     

  • Made the collision system, detection and responses.
     

  • Added a debug mode where you could visualize all hit boxes in game.
     

  • Added support for various trigger boxes such as death spikes, checkpoints, dialogues.
     

  • Implemented the camera and how it behaved using camera boxes our level designers could place in the level editor.
     

  • Added support for various trigger boxes such as death spikes, checkpoints, dialogues.
     

      Rendering

  • Implemented spritesheet animation.
     

  • Implemented all of the particle effects seen in game such as dust, water, enemy projectiles etc.
     

  • Made shaders for the various fades and the shockwave triggered when dashing.
     

  • Co wrote the renderer with one other programmer.