Cell Surge
Pitch!
Surge through the human body as a white blood cell, annihilating all threats in your way!
Gallery
Trailer
Main Contributions:
Animation system
Level parseing and loading
Particle system
Collision detection system
Level designer tools for "scrubbing though" and previewing levels
First project in the TGA2D framework
This was both our first group project in TGA2D and in C++. I feel that we in the programming team weren't always quite sure of how to organize things in the code and how to efficiently work together in this still new engine framework we'd been given.
We did have some course work in the framework before the project began but it was mostly just simple tasks like rendering sprites or reading player input. Now we suddenly needed robust solutions for rendering, resource loading, entity handling, and everything else that goes into a full game.
Needless to say, even though i remember having a good time getting to write more engine related code, the systems where all unplanned and just thrown together as we needed to get the game up and running as fast as possible. That is of course important, but i do feel a little sad about not getting to plan out the engine architecture more before we started coding it all...
Fortunately the problem did somewhat subside as subsequent TGA2D projects shuffled around the groups again and allowed everyone to mix and match engine pieces from all the previous projects they'd worked on and slowly build up something a little more stable and workable.
Team
Artists
Anton Bång
Vincent Lu
William Utterberg
Louise Wyke
Programmers
Sabina Gustavsson
Alexander Gustafsson
Melvin Ringheim
Rasmus Ekelund
Gunnar Frennesson
Animators
Alma Gren
Fredrika Karlsson
Level Designers
Axel Ahlkvist
Svante Liven
Music
Elina Nygren
Jacob Gustavsson