This project was the major project for my second year at AIE. A team of 10 developers over 5 months working together to show off our skills. The breakdown of the team was myself as the sole programmer, 3 designers and 6 artists. Built within Unity 2021.3.13f1.
The Enemy AI within The Resonant Blade is made with the Behaviour Tree Tool. It utilises both the visual construction of the behaviour tree as a tool, and Root Motion animation to allow our animator to show their skills off as well.
The puzzle system was a modular one. Each component of the puzzles only has knowledge of any component it is directly connected to. Set this way to make interactions from the player easier through inheritance and only needing to check for a "Puzzle" script. There were fun challenges in the multi-directional/multi-input flowing pipe components of this system. Because the "mana" could flow into each pipe section what direction do I tell the shader to go? There were several edge cases but it was fun to solve.
The subtitle/dialogue system was setup utilising scriptable objects for the Designers to place the relevant line as an event from FMOD as well as add a subtitle as relevant to that line. The scriptable object also kept track of who was saying the particular line so that we could colour code the subtitle per person talking.
With the input system I set it up so that upon device change it detects the current device type and repopulate any active UI with the appropriate control images, as well as any that appear after until a new device is registered and it changes again.