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Aeon´s Adventure Distorted Time

About

Aeon sets out on a journey where time and space is disrupted. By battling golems and overcoming difficult obstacles, this little hero will do anything to save their family.

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Development Time

8 weeks, 50%, 4th Project

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Engine

TGE

Genre

Top-down diablo-style action game

 

My Major Contributions

Grid Collision

The Grid Collision system was critical for all movement as every entity should only be able to move on on the floating islands. It was also critical that tiles could be changed easily during runtime. It worked by simple tags that could be applied by level designers for existing objects.

Player Movement

Using the Grid Collision system I set up first the movement was not hard. Walking and dashing about was the majority of the gameplay so it was important that every part of it was smooth and failproof. The largest source of problems was the stairs as the player should lerp smoothly between layers. As I designed the grid system to be quite versatile it also easily allowed for dashing over gaps but not through objects.

Particle System

The game needed a simple particle system, nothing super fancy so in order to save time it was CPU based and quite simple. Spawning sprites and slightly changing them overtime based on a few variables. It was used for a few things, mainly trails behind entities and to emphasise the destruction of pots. But maybe most importantly to show when a enemy noticed the player.

Team

Programmerare

Carl Nordholm

Adam Dahlin

Assar Bergh

Devia Windhede

Erico Gutierrez

Grafiker

Emma Thune

Julia Nordlöf

Madalina Rusu

Rebecka Johansson

Level Designers

Felix Johansson

Julia Vestling

Tobias Puusaari Lehmann

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