Gameplay Programmer / Lead Programmer
Player Movement
Collision Detection
Weapon Mechanics
UI Functionality
Particle Implementation
Audio Implementation
PS5 Functionality
Project Duration - 6 Weeks
Genre - Arena Shooter
Engine - Tengine 5 (in-house)
Team Size - 12
Platforms - PC & Playstation 5
Priestcore was our first team effort at making a game during our education at PlaygroundSquad.
The game is heavily inspired by such games as the original Doom and Quake as it is a fast-paced, wave-based arena shooter with demonic themes. We utilized the school's in-house engine, Tengine 5, which as a framework engine was a big difficulty for our artists and designers but for me as a programmer, it gave me a lot of freedom in how we wanted things to function.
Utilizing the in-house framework engine without documentation was a challenge to start but I grew to love the process pretty quickly. It was very satisfying to know that everything that makes the game run was made by us programmers.
I volunteered to be Lead Programmer during this project which was both fun and stressful. We were only three programmers in the team and while the others were working on pathfinding and power-ups, I took on the rest. I also had the responsibility of double-checking the code that the others wanted to merge in which made sure that I knew if we were on schedule or not.
As mentioned, I had a lot of different areas that I work on in this project and I didn't have a lot of in-engine tools to help me out.
Firstly, the player needed movement which required an input system and a collision system that made sure that the player never managed to clip out of the level, no matter the angle of collision.
The crossbow needed to be made to function as intended.
I needed to create an entire animation system from scratch for both the weapon and the enemies.
A whole particle system needed to be made, one that didn't use up too much performance, since that was not an existing system within our engine.
All the UI elements needed to be implemented and functioning as intended.
After everything that we wanted had been implemented, I also needed to double check that all the functionality and rendering worked as intended on the Playstation 5, as this was necessary for this project.
The only thing that I didn't work on for this project was the enemies' pathfinding and the power-ups that appear throughout the game.
I honestly had a lot of fun on this project. Even with the amount of responsibility I gave myself it gave me great insight on how to create complicated systems from scratch and how to communicate the right information within the team I was working with.