Silver Bullet
hitboxes using both trace and collider, collider for better management of hitbox placement, trace to check for physic material for the damage calculation
weapon, data table management for multiple usage like calculating damage formula, combo stages
enemy behavior tree with service node and getting data from blackboard
UI manager and Interactable using both inheritance and interface so the Blueprint is a tool any team-mates can put data in and functionable with minimal coding function
etc
Escape from Marek IV
Basic rendering and test rendering texture for game object at the start of project using openGL.
Player control(dash with skill stack, double jump, shooting Grappling hook!) take in control using SDL and apply it into the game loop bt sending the mapped data to execute function. some of the control is a bit more complex like grappling hook needing a lot of adjustment with gravity control and how hitbox control or skill stack that know how many times it can be called before it start the recharge function
Enemy behavior using simple detection that check with the tile map with invisible wall for enemy patrolling and attacking range.
combine object such as player and guns that use rotation for controlling the player that look like the character is aiming with it.
upgrade system using tile set data that change the weapon colors/style corresponding with the upgrade.
game loop logic that control the deletion animation behavior of the game itself, since this game is using array and list for looping through the game objects it need a proper data management like how to delete so the memory wouldn't leak.
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