Game of Gnomes

Game project #4

  • Reference game: Tunic
  • Time: 7 weeks (half-time)
  • Team: 13 developers
  • Engine: TGA’s in house engine (C++, DX11) with Unity as level editor

Contributions

  • Engine & Systems
    • Component-based architecture
    • Grid-based dynamic collision system with box colliders, sphere colliders and raycasting using collision layers
  • Gameplay Programming
    • 3D grid-constrained player movement
    • Lock-on targeting system with dynamic camera rotation
    • Enemy AI detection system using raycasting and cone-based vision 
    • Ranged Enemy AI, inlcuding making visible laser using grided ray cast
  • Tools & Pipeline
    • Pipeline between Unity (level editor) and in-house engine with features such as “Play from here”, a capability that enables instant in engine game startup from any editor selected position
  • UI & Feedback
    • UI, menus and HUD systems
    • Environmental feedback systems (e.g., reactive and swaying grass)
  • Additional Features
    • Bonus game mode: “Spirit Mode”
    • Gacha skin system with currency saved between plays
    • General gameplay polish and visual tweaks, including shader work

My Visual Highlights

Chest reveals

Refined chest opening sequences with C++ driven content movements, including coins, potions, skins and weapons. Also implemented the gacha skin system for the skin chest.

Lock on targeting system with camera rotation

Lock-on system with player orientation aligning to the selected target, with target switching via joystick or arrow keys. Camera rotation also enables discovery of hidden paths. Additionally implemented all supporting UI elements and their movements.

Interactive grass

Responsive short grass for player movement feedback, inspired by Tunic. Additional swaying tall grass using vertex offset shaders for environmental motion.

 

AI detection system

Enemy AI detection using raycasting and cone-based vision, allowing players to hide behind objects or approach enemies from behind without being detected.

Spirit mode

Bonus mode inspired by Tunic’s post-death mechanics, featuring Fresnel-based pixel shaders for characters and adjusted lighting for both environment and player.

Boss sequence

Integrated boss encounter elements including torches, lighting, HUD, enemy movement and overall scene presentation.

Credits

Programmers

Christian Le
Valter Decorte
Johan Danielsson
Ylver Blum Buer

Artists

Linus Bergström
Morgan Wildmark
Ivan Radenkovic
Isak Zillén

 

Animators

Jonathan Perjons
Viktoriia Shvydak
Lisa Tringale

Level Designers

Ediz Mehmet
Tiger Tjellesen

Audio

Kimberly Faith Palsäter
David Widén