Spite: Threads  of  Fate

As a fallen shieldmaiden denied Valhalla, you awaken in Helheim with nothing but your hammer and fury. Fight through the undead hordes and reweave your threads of fate.

Project Info

Team Size: 17

Duration: 14 Weeks

Engine: BGGE (Custom Engine)

Genre: Action Role-Playing

Contributions

Animation

Why?

To ease the workload of our animaton team and allow for smooth transitions between animations I implemented frame and animation blending.

Before

After


Model Viewer

Why?

To stream-line asset validation and strive for an asset pleine where a programmer is not required to view assets in engine.

Feature list

  • Load meshes, textures and animatons

  • Change lighting

  • Transform

  • Error log

  • Load game scenes

  • View Skeleton

  • Debug shaders


Asset Manager

Why?

As the games asset list grew, a centralized system for regestering and loading assets became mandatory. I also implemented a custom binary file serializer to hold our mesh and animatiion data in a multi-thread friendly file format.


Scenes & Level Loading

Why?

As the game grew to more than one level and as menus and cinematics where to be implemented I created a scene system with simple traversal. For larger scenes such as game levels, a thread-pool was implemented for multi-threading tasks and a level manager utilizing a double-buffered structure to load levels in the background avoiding large lag-spikes.