Spite : Eternal Night
About
An usurpur has consumed the sun; an eternal night beckons.
Purge the heretics; restore the solar cycle!
Development Time
10 weeks, 50%, 6th project
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