Hunter
8 weeks halftime
Created using inhouse engine TGA2D
Written in C++
Project group(5 Programmers, 2 Level designers, 2 Animators, 4 Graphic artists)
Contributions
Gameplay:
Implemented the following functionality for the player: run, land and die.
Implemented and iterated on the bounce mechanic with level design.
Worked on the player getting microstunned when taking damage and getting a knockback.
Added Jumpforgiveness to the players jump and exposed the value in a JSON-file for level design.
Created triggers for level- and room transitions and exposed them in the level editor.
Implemented objects the player can interact with by attacking them.
Made the player spawn on the last checkpoint when it dies.
Added functionality for the player to take damage from spikes and lava.
Added functionality for the player to be able to bounce on spikes but not on lava but still take damage from both.
Implemented the finish enemy that you kill to end a level.
Implemented a dialoguesystem and made it possible for anyone to create and write dialogue in the level editor.
Added so the player gets its bounce mechanic in a certain room.
Implemented a trigger that destruct all destructable blocks in a room.
Added a light around the player for a more ominous effect.
On level designers request: Made bouncing blocks be able to bounce different amounts and then exposed that value in level editor.
Added so when you pick up a spore, the spore particles follow you for a little while before disappearing.
Animation:
Implemented player animations and the transitions between animationstates.
Implemented the GUI-animations.
Implemented animations for the Enemyspawner.
Engine:
Wrote a postmaster system for message based event handling.
Implemented a threaded renderer from an earlier project into the codebase.
Implemented a level loading system from an earlier project into the codebase.
Implemented parallax for the background layers.