Spite: The Mask of Brigitte | PlayerSystem & BossSystem

 

Watch Trailer Coming soon

Table of Contents

Details

  • Genre: Top down Hack & Slash
  • Timeframe: 9 weeks (20h/week)
  • Team: 6 Programmers, 5 Graphics & 3 Level designers
  • Engine: "Friendship Engine" New version that uses ECS
Contributions
  • PlayerSystem
    • Movement/Navmesh
    • Debugging
    • States
    • Combat
  • BossSystem

 

Intro

In this project, we made a significant change by shifting from our usual component-based system to the Entity Component System (ECS) model. It was our first time working with ECS, which brought about a learning curve and exciting opportunities for innovation. I primarily focused on developing essential gameplay systems like the PlayerSystem and BossSystem. This shift allowed us to rethink how we approached game development, offering new ways to improve performance and scalability.

 

PlayerSystem

In the PlayerSystem, we devised a mechanism to control player movement using raycasting. When the player clicks, a ray is cast from the mouse position to check if it intersects with the navigable areas represented by the navmesh. Leveraging Unity as our level editor, we export the navmesh data and import it into our project to facilitate player navigation. Transitioning to ECS required a fundamental shift in our approach, prompting us to reconsider how players interact with the environment.

Within the PlayerSystem, the raycasting information is relayed to the NavmeshAgentComponent, a crucial component of the player entity. Subsequently, in our NavmeshSystem, this data is utilized to update the positions of all agents, including both player and enemies, ensuring seamless movement within the navigable areas defined by the navmesh.