![]() Implemented 2D graphics pipeline including lighting and a special rendering for the tilemap using a mask so that the tiles did not create an obvious repetition.It raised 751,920, more than six times its goal of 120,000. Programmed a collision system that handled collisions between bounding volumes and tilemap. Stonehearth, Radiant Entertainments ant farm-esque city builder, was successfully Kickstarted in May 2013.Developed an event system that was able to dispatch events to the whole world or send messages to specific entities.Designed and implemented properties, special variables that will show themselves in the GUI and save/load if they where changed (Similar to what Unreal Engine or Unity do). ![]() Programmed most of the data driven Entity Component System 2D engine that powered the game.These are some of the features I implemented for the engine: ![]() Apart from my programming tasks I scheduled the work for the programming team and coordinated with the artist team in order to meet the given deadlines. I designed the whole engine and programmed most part of it. This was the first whole year project I did at DigiPen Bilbao, we worked on it during 8 months. My roles: Lead Programmer & Engine Programmer Latter we had the chance to do the presentation on the F&S, again, thanks to the nomination. Thanks to our nomination at the AzPlay we had the opportunity to make a presentation about the development process of StoneHeart, the presentation was recorded, you can see the video here. We used some external libraries such as OpenGL, Fmod, Json and stb image.įinalist – Best Student Game at Gamelab Barcelona 2016įinalist – Best Basque Game at AzPlay 2016įinalist – Best University Game at Fun&Serious 2016 High concept: StoneHeart is a 2D platform based shooting game, where the player has to go though the hazards of the level by making use of her different arrows.Įngine: 2D data driven Entity Component System game engine built from scratch in C++.
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