As an archeologist, explore and fight your way through an alien lab to amass ancient artefacts
Genre: Action Adventure
Team Size: 13 (5 programmers)
Reference Game: Tunic
Engine: TGE (small C++ framework)
Project Information: This game was my fourth game developed at The Game Assembly and the second created using the school's C++ framework.
Contributions
○ Animation utilities: Animation blending and attaching objects to joints. This was mostly used to attach the hatchet and turret weapons to enable attacks and shooting.

○ Improved Particle Simulation: Separated emitters and the particles, added toggleable billboarding and created many particle effects. One issue we had was that the particles disappeared when their emitter did. For example a projectile would remove its trail and hit effect due to being deleted. I solved this by creating a global particle system which emitters spawned particles in so that the particles could live on.

○ Enemies: All enemy combat and behaviours. Because the melee enemy charged the player the movement pattern would at first easily get stuck in the terrain. It also took a bit of iterating to get it to be a danger while not being too fast.

The projectile enemy was a special case because it had to track the player while being animated. The solution was to add functionality for adding a rotation matrix to specific joints. This way I could rotate the head while preserving the animations. This was also very beneficial because the bone position and direction of the head could be used to fire projectiles.
