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.