Snooze Fest
Project Details
Engine: TGE (my school's rendering framework using C++ and Directx 11).
Duration: 8 weeks, 50 %, completed in June 2022.
Team: 5 programmers, 5 artists, 2 level designers.
Genre: Action-adventure.
Inspiration: The Legend of Zelda: Link's Awakening (for the switch).
Contribution Highlights
Scene Grid
The first thing I worked with was the scene management. The game was made up of a grid of scenes that could be loaded in on the fly, without loading times (except an little preload when starting the game) thanks to our threaded scene importer a teamate and I made. With this I had control over what grid cells to render and update, and the game only had one world.
Collision Grid
I also made a grid based collision system. So when collision checks are made, the checks only happens towards other colliders in the same cell and layer.
Enemies
I made our three enemy behaviours. Patrolling, ranged and rotating orb. I wanted the orb to be versatile and simple, so you could just put the component on anything. This was a simple and cheap way to let the level designers be creative and created a lot of different puzzles.
Dialogue System
We had a lot of dialogue so we needed a good simple system for that. My system parsed from a text file, there you had control over which sprites to show and when.Â
Our dialogues had an Animal Crossing style to it. I also added a shake for the current talking sprite to juice it up a bit.
Audio Triggers
I put out most of the audio triggers in the game and had to refactor our audio manager a teammate made because it was not able to change volumes properly (we were using fmod for sound).
Settings Menu
I finished up the resolution and sound volume options in the settings menu for a teammate that didn't have time to finish it.