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.
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.
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.