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.