Spite: Spell Shock

Contributions:

Gameplay

  • Created AI nodes to make it possible to create AI scripts with Simon Eriksson

  • Implemented the experience system with scripts

Rendering

  • Created our Debug Line Rendering system

Animation

  • Implemented support for skinned animations in our component system

  • Optimized animations by baking them

Tools & scripting

  • Responsible for pipelines to our level editor and our engine

  • Did a lot of tools for scripting which you can read more about Here

  • Created a prefab system similar to the one in unity

  • Prefab exporting

  • Animation exporter for unity

  • Responsible for exporting and loading data from unity which you can read more about in Cyber Rescue Virus eruption

Feature Highlight - Timeline Node

When we first started creating our scripting system i went around and asked all the disciplines which feature they wanted in the Node System. Everyone wanted a timeline editor like the one in the unreal engine.

How it looks in the node system

The best part about the timeline editor is that it used curves. I have made spline editors more then once so i really did not feel like making another one so i just downloaded a Curve Editor from r-lyeh. With that done i made a new pin type that is a curve as seen in the picture to the right.

How this works is by having a timeline manager that contains all the created timelines in the scene. The timeline manager is the one that Updates the node, says when the timer is done and gives data to node.

How the timeline node works with the timeline manager

The timeline gets commands from the node when we enter the node. First we check the source of the pin. If it comes from pin 0 it means we should play our timeline forward in time and if it was pin 2 it means we should play backwards in time.