Pentaflux
Sophmore Project
Team: Apotheosis
- Jason Kilkenny
- Tyler Gillingham
- Seyla Keo
- Joseph Filomena
Pentaflux was created during my second year at Digipen. It's an action side-scrolling run 'n' gun game with 16 total weapons, 5 levels, and cooperative play. It was a pretty content heavy game and despite all of the hiccups that appeared due to our inexperience, we actually made a pretty complete game. Making this game was a good learning experience in how not to structure your game engine so that it won't come back to haunt you later on in development
Responsibilities:
My responsibilities on this project was to implement the particle engine, weapons, enemies and bosses. I also
helped with assets such as art and levels
Particle Engine
This was my first brush with particles, though it would definitely not be the last. I created a basic CPU particle
engine with file loading support. It was quite fast considering how many particles were on screen in some sections.
Enemies, Bosses, and Weapons
Almost all of the weapons used particles as the actual bullets. This ended up being really cool for things like the
flamethrower because it looked like the fire was actually following the contour of the thing it was hitting. This is
also where I ended up learning the most about game engine architecture. The architecture for each of these systems
was not data-driven at all so we suffered as development went on and the focus began shifting to content.