Things that have to be done, will be done.
There is no correct way of doing them, learning from the ones around you is the best way to pass coming challenges.
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Engine programmer with special interest in optimization.
Currently a student of the degree in Design and Development of Videogames at CITM-UPC.
I truly enjoy programming, especially learning about emerging technologies and messing around with optimization.
During the project I have been in charge of this gameplay animation tools and taking the messy leftover tasks.
Things that have to be done, will be done.
There is no correct way of doing them, learning from the ones around you is the best way to pass coming challenges.
Programming
80Design
15Art
5This gameplay animation tool allows the usage of both internal engine and scripting functions to allows fast iteration on various gameplay elements such as particle spawning, sound usage,... that compliment the animations. At the same time, it is a faster and safer way than learning a new scripting language to perform simple calls.
- Easy synchronization of events with animations.
- Safer calls to own functions, avoiding posible coding errors.
- Events linked to animation that is being played.
- Support for both C and Wren functions and passing arguments.
- Defined pipeline to create more functions.
In order to ship our game, we are using proprietary formats for most of our assets and taking into account that some of them are not exclusively done by us, we needed a way to at least make sure that no one could get their hands on unprotected assets. The textures were the only ones left with this and as such it had to be protected.
Extracting compressed files is sketchy, let us install the game properly for you.