Spite: Ashes of Ephtael

Beware the flames, they are not as calm as they appear to be! This was the fifth project at The Game Assembly, let us begin!
This project my main responsibilities was audio through FMOD and enemy behaviour for two out of three enemies. I was also a part of setting up our animation playback system.


Audio Playback:

I had the sole responsibility for the audio playback and was the main bridge between our team and our external sound designers & game composers. This unsurprisingly includes the playback of things such as background music for each level, footsteps, feedback on actions via SFX etc. Above that I also implemented the ability for multiples of the same audio event to play in close succession to each other.

Multiples of the same audio file

By creating duplicate event instances when loading the level multiples of the same audio file can be played at the same time without interfering with each other.


Enemy AI:

My responsibility regarding the enemy behaviour were the two melee enemies. This included things such as their aggro range, when they played certain animations or when their attack collider spawned as well as where it spawned and for how long.


Playing Animations:

I was a part of setting up the system for the playback of animations. This system used conditions that was pushed from our code to determine the transitions between different character states that could be found in the state machine json-file. For example, when the enemy is damaged the “damaged” condition is added and the system would automatically transition into the damage animation. Or when an ability was used, the corresponding ability condition would be added. These conditions would later be automatically removed if the state was not set to looping.


BeheMoth:

Animators:

Graphical Artists:

Level Designers:

Programmers:

Sound Designer & Game Composer:

Technical Artists: