Spite:
Bleeding Skies

Synopsis
Contribution Overview
Development

Spite: Bleeding Skies was the fifth game I developed as a student on TGA. It’s a top down adventure game based on Diablo III.
The project development was seperated into two parts. The first part consisted of the team developing our own game engine from scratch with the help of our previous knowledge and experience from our studies. The second part consisted of us actually developing the game itself.
My main responsibilities was in implementing character movement and controls, the collision system and combat.
It also was our second time collaborating with music students from Östra Grevie Folkhögskola.

Contribution
Player movement

  • Absorbs a set amount of damage.
  • Fades after a few seconds if it remains intact.
  • Unlocked automatically at the beginning of the game.

  • Short gap closer
  • Dashes towards the mouse location.
  • Length varies depending on how close the mouse already is to the player, up to a maximum length.
  • Takes the navmesh into account as to not dash outside of it.
  • Deals AOE damage in your path and where you land.

  • Deals AOE in a cone in front of the player.
  • Displaces enemies for crowd control and place the in front of you. (You can’t throw an enemy outside of the map sorry)
  • Briefly stuns most enemies.

  • Projectile attack
  • Leaves a toxic cloud where it hits.
  • Enemies in the cloud gains a damaging poison debuff for a few seconds. Duration refreshes while they linger in the cloud.

Heavy Attack with knockback
Unlocking new ability
Combat Encounter
Credits

-> Link to the game’s page <-