Background
After completing my first year of Game Development at Malmö University, I wanted a project to work on during the summer, but I didn't know what game I wanted to develop. I decided to go at it blind and started by creating a spaceship with very smooth anti-gravity movement, putting a lot of effort into just making if feel good. I continued adding features, not quite knowing what the end goal was. I spent a lot of time on each system within the game, putting quality over quantity, which was a change of pace compared to the assignments I had gotten during my first programming courses.
The end product has a few loose ends; the trinkets (pick squares) never got unique sprites, the environment is very boring, and I never came up with a good name for the game. However, I'm very proud of what I managed to produce after only one year of programming, regarding both the systems I created and the overall feeling of the game.
Systems
With the game being created with Monogame, I developed quite a few systems on my own.
・ Particle engine for creating and managing individual particles as well as emitters
・ Object pooling used for particles and projectiles
・ Game object manager for improved performance
・ Collision physics for rectangles and circles
・ Stat system used to generalize access to different objects with different stats
・ Item/trinket system affecting stats adaptively
・ Object pooling used for particles and projectiles
・ Game object manager for improved performance
・ Collision physics for rectangles and circles
・ Stat system used to generalize access to different objects with different stats
・ Item/trinket system affecting stats adaptively