A Royal Order
Project Specifics
Context: TGA project #3 (2D platformer)
Reference game: Sheepy: A Short Adventure
Time: 12 Weeks (half-time)
Team size: 14 People
Engine: TGE (TGA’s engine)
My Contributions
- Raycast based collision system
- Animation Implementation
- Player movement
- Boss fights
Trailer
Gameplay
Personal Highlights
Player Movement
I created our player movement as well as the ledge grab, accurate to our reference game Sheepy: A Short Adventure. I also added the 8 directional dash from Celeste.
Raycast Based Collision System
Inspired by this video by Dylan Falconer, I created a raycast based collision system, allowing for stable collision handling even with high delta times.
Video shows a fixed framerate of 30 FPS as well as all movement values multiplied by 10. Creating enough per frame movement for a static collision system to fail.
The video is somewhat incomprehensible but it gets the point across! 😀
Animation pipeline
I was responsible for implementing all animations and thus worked closely with our animators. I implemented spritesheet animations and an animation state system with transitional states.
Video shows a transitional state from falling to idle.
Boss Fights
Created our boss fights to follow simple predetermined sequences, accurate to Sheepy: A Short Adventure. Swapping states in a set order.
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.