Ghost of a Tale
I am still working on this wonderful stealth/rpg game where you control an innocent (but smart !) little mouse: Tilo.
What firstly catch my eyes was the awesome graphics and animation, for the work of just one man, with a very fitting medieval/gothic 3d environment!
As I m not at ease with programming 2d games, I felt comfortable to help into a 3d one, specially for this kind of gameplay so I join the team to that crowdfunded project.
But more important, what drives me into backing the project was the no-violent aspect of the game, I really like when battle is not a way to solve conflicts ^^.
Here are some features I realized:
- I work on the camera obstacle avoidance system.
Its purpose is to minimize the use of the right stick to always correct the position (rotation) of the camera.
The idea comes mainly from the paper on GDM (September 2011), I really hope you will appreciate it !
- Another big responsibility for me is managing the streaming (dynamic level loading/unloading).
The focus here is to get rid of loading screen... and therefore of frustrating waiting !
First I did the whole external scene referencing from scratch, but now I use the newly SceneManager API.
- I am also in charge of the saving/loading system of the game.
I am particularly proud of not having a defined holder of everything to store in the save file;
Instead I have a dynamic grabber who will look for every public field tagged as needed-to-be-store,
and manage to serialize it (and do some "wibbly wobbly timey wimey" magic to cast the unserializable types^^).
- A fog shader (yes!) with some additional controls than the built-in one.
- Finally, I am in charge of platform-specific adaptation, as Steam API and XboxOne ConnectedStorage.
Also managing the achievement systems.
I also did some Unity Editor's plugins to help boring tasks/ system limitations:
- An automatic collision mesh creator, to be able to create colliders (tesselation-aware),
where I took the opportunity to create a Object-Oriented wrapper to the mesh API in Unity
not very fast but soooo easy to use, I really think about it dealing with procedural geometry.
- A Camera bookmarker, that allows us to quick-and-easy record a camera transform/screenshot and recall it.
- A component re-orderer because, you know, that matters !