High Concept
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Responsibilities
- Created the base actor class, generic enough for most object types to use default functionality
- Designed and established the animation system to allow for animated two-dimensional sprites.
- Incorporated the PugiXML library and used it to load definitions from .XML files into game objects and their respected animations
- Maintained the world class, which was responsible for all in-game objects
- Wrote various utility classes for programmer assistance in debugging and error handling
- Implemented the core engine skeleton and state management system
What I Learned
- Evolved my teamwork and communication skills by working with three other programmers
- Realized the power of data-driven design for game objects
- Understood the importance of a clean, universal coding style and well-documented source
- Discovered how much of a difference it can make to draw debug geometry to the screen, such as collision boxes and line-of-sight