In Resilient you play as a woman who has been kidnapped and experimented on in a secret laboratory.
Use your superpowers which were gained from the experiments to escape the laboratory and regain your freedom.
Use lightning to stun and fireballs to eliminate the lab workers who are trying to capture you. Three levels, with three enemy waves, fight like your life depends on it… Because it does..
Fast-paced action game where you fight multiple enemies at once.
Drink the power-up flasks which activates your superpowers and master your fireballs and lightning to be able to escape.
Intense music and eerie detailed art.
Project Duration: 5 weeks
Genre: Action
Platform: PC
Team Size: 10
Engine: Tengine
For Resilient I was the lead programmer and responsible for the other programmers and managing the work distribution. This included helping designers manage presentations, Trello, and other work media for the programmers.
Handing out tasks and work that was needed to be done first, also checking in on the others and helping them if needed and the last checking if features and code were up for the standard needed.
We needed to have a pickup system in Resilient and Tengine (in-house engine) does not support for example box collision or any type of trigger collision. So I needed to create a system for initializing objects and picking up objects.
The object manager or initializing object was done by picking a spawn position and name of the object. Then depending on with object name was given that specific model was loaded into the scene.
For the pickup system, I needed to check if the player is in the same position as the object that they need to pick up and if that object is a pickup object it will do its functionality and then destroy itself.
This was a pretty big challenge for me to implement because I needed to first implement FMOD to Tengine this was a big challenge.
I needed to get the right version of FMOD for our engine, add additional libraries for c++, and generate dll-files also modifying some project code to be able to generate the right files for our engine.
After some troubleshooting with paths and some API code, I got it working. I then mastered the sounds in FMOD studio adding them to the event list and making bank files needed.
Then I started to code them into the game.
I added over 23 sounds into the game and some of them are.
Main Menu, Enemy damage, Player Damage, Player Heal, Pickup.
On the side here you can see a video with sounds from the game, the sound got a bit more tweaked later on but because of the time limit we had with this project we were happy with this.
In Resilient, we had 3 levels and we need a way of changing them in-game the problem is that Tengine loads the world by filename localization and does not support scenes like for example Unity.
This is a problem because a level or a world in Tengine requires the world/level file and a collision world so you can walk around as the player.
To solve this I made a system that looks for a specific name if that name is found the world will be loaded.
But to be able to change between levels and game states I also needed to destroy the old world and everything else in that state otherwise it was carried over to the next level, this is because a “new” game state is not a reset of the game it’s just simply a new state.