I've only got about a month left here at Full sail in the game dev program. My four person group (including myself) is ready to turn in our beta build of our 3d cel-shaded fighter / DDR hybrid; aptly named Beatdown.
I'm the technical lead for the project, and nearly single-handedly have put together the so-called 'Punishment' engine that the game operates on. My responsibilities have been rendering (using DirectX), world simulation (physics, collision, triggering event callbacks), high level game logic, among other core elements. The game uses a proprietary script interpreter, codenamed 'PunishScript', which is a complete rewrite of my previous script interpreter. All of the fighter's attack, defensive, and movement moves are implemented thru script, as well as coordinating the highest level of game flow (displaying who won a fight round, or displaying the splash screens on game startup).
The other three members in my team are responsible for the camera, sound (using FMod Ex), user interface, configuring character scripts and defining collision bounds, and other miscellaneous mid-level gameplay programming. One of the other team members has been working closely with me to implement all of the fighter's moves into script and linking user input and AI input to a base 'IFighter' class, which implements the full functionality of a fight character.
Here is a screenshot of one of our characters performing a jumping strong punch
I'm the technical lead for the project, and nearly single-handedly have put together the so-called 'Punishment' engine that the game operates on. My responsibilities have been rendering (using DirectX), world simulation (physics, collision, triggering event callbacks), high level game logic, among other core elements. The game uses a proprietary script interpreter, codenamed 'PunishScript', which is a complete rewrite of my previous script interpreter. All of the fighter's attack, defensive, and movement moves are implemented thru script, as well as coordinating the highest level of game flow (displaying who won a fight round, or displaying the splash screens on game startup).
The other three members in my team are responsible for the camera, sound (using FMod Ex), user interface, configuring character scripts and defining collision bounds, and other miscellaneous mid-level gameplay programming. One of the other team members has been working closely with me to implement all of the fighter's moves into script and linking user input and AI input to a base 'IFighter' class, which implements the full functionality of a fight character.
Here is a screenshot of one of our characters performing a jumping strong punch
[ B A H ]
Bad *** by nature,
Hackers by choice
Bad *** by nature,
Hackers by choice