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Spite Catharsis | Project 6

About
  • Engine: Feather Engine (Custom Engine)

  • Time: 10 Weeks + 4 Weeks preproduction and engine development

  • Genre: Action

  • Team Size:  18

  • Platform: PC

Contribution
  • Setup of Visual studio using premake

  • Asset Manager

    • Used for caching used meshes to improve performance​

  • Collisions

    • Capsule colliders​ using GJK algorithm (wiki page)

    • Hull collisions using GJK algorithm (article)

    • Management of colliders and collision layers

  • Serialization of FBX Files into Binary format for quicker loading

  • Joint parenting

    • Staff is parented to joint in players skeleton​

    • Usable by colliders

JointParentingWorking.gif

  • Boss Attacks and behavior implementation

  • Summoning attack

    • Parenting of VFX​

    • Spawn Enemy

    • Timed with animation

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  • Swipe attack

    • Colliders​

    • Delay

  • Projectile attack

    • Spawn porjectiles​

    • Duration

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