Aeon

Aeon is a top-down, Diablo-style action game developed using TGE, the custom engine of The Game Assembly. The story follows a small hero navigating a world where time and space have been disrupted, requiring them to battle golems and overcome environmental obstacles. As a Gameplay and Tools Programmer, I focused on building the foundational movement and collision systems that defined the player experience within the engine.

Dev Time:

4 Weeks

Group Size:

12

Engine:

TGE, C++

Grid Collision and Level Design Tools dropdown

The Grid Collision system was the backbone of all movement in Aeon, ensuring entities stayed within the boundaries of the game’s floating islands. To make the system accessible for the team, I implemented a simple tagging workflow that allowed level designers to apply collision logic to existing objects and change tiles during runtime. This focus on usability ensured that the technical constraints of the grid never hindered the creative process of level building.

CPU Particle System dropdown

To enhance the visual feedback of the world, I created a lightweight, CPU-based particle system. While kept simple to maximize development efficiency, it was used effectively for entity trails and environmental destruction. Most importantly, it served a gameplay purpose by providing a clear visual indicator when an enemy noticed the player, bridging the gap between art and mechanical feedback.