"Throw your head at scary bats, Talk with quirky ghosts, and save the 5000-year old theme park as the only Zombie employee left!"
Role: Gameplay and systems
Reference game: Titan Souls
Game Engine: The Game Engine (TGE)
Level Editor: Unity
I assisted in writing a new memory-friendly component system which dynamically creates lists for each component type as they are used and connects each component at the correct index in the list with the right Game Object.
I made the boss fight! The boss is a cotton candy blob which splits upon being hit with sufficient force if it's on the ground. Each boss blob uses a state machine, with a manager managing the individual blobs and keeping track of the fight as a whole.
I made an incredibly simple enemy AI as requested by level design. Uses a state machine and flies towards the player.
I helped make some of the states for the player, mainly dash, recalling and how the player projectile worked.
I helped revamp the collision system as it was a bit clunky to work with and in some cases didn't work properly. It was especially difficult because the new component system was quite different from how it used to work. Each component got its own OnCollision method which connected that game object with the game object that it collided with.
Xbox input straight up didn't work for this project and had to be revamped, mostly reused from the previous project.
I implemented a sprite animation system during this project, it was mostly reused code from previous projects, but it was modified quite a bit, extended and optimized for this project.
I made sure all animations in the game played at the right time with the correct timings. This includes the boss, the player and the bat enemy.
I made sure the correct sound events where sent when they should and made different music play for each of the levels using the Sound Engine partially made by the educator Daniel Borgshammar and the student Kristian Svensson.