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Spite : Eternal Night

About

An usurpur has consumed the sun; an eternal night beckons.

Purge the heretics; restore the solar cycle!

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Development Time

10 weeks, 50%, 6th project

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Engine

Cracked Engine

Genre

Top-down diablo-style action game

 

My Major Contributions

Pathfinding

The pathfinding system was essential for both the player and all enemies. I created this system by first generating a navmesh in unity, then importing it to our engine, then raycasting to this navmesh from the camera or from a 2D point for enemies and then calculating a path for entities to follow.

Trigger System

I created a versatile system of triggers and actions so level designers could freely create custom events throughout the game. This consisted of a few triggers, like entering a area and clicking a object. These would then activate all attached actions, like moving a object, spawning a few enemies or send the player to a specific location. These actions could then if wanted activate more triggers so something else happened when one thing finished.

Gameobject Inheritance

For general work in our engine I created a gameobject editor, this included inheritence between objects and making it easy to plug in components. This system was vital for development of the enemies, player and in future projects in the engine.

Team

Programmerare

Carl Nordholm

Lianne Atterhagen

Nathalie Tuovinen

Marcus Schornack

Erico Gutierrez

Harry Wennberg

Grafiker

Harry Berglund

Gustaf Hallberg

Elisabet Trinh

Johannes Göransson

Tyra Malmqvist

Level Designers

Emanuel Salomon

John Löfgren

Erik Gustavsson

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