Introduction
Godbreak is a procedurally generated Sandbox with caves, dungeons and bosses, made in C++ with SFML.
The game was made by 6 developers and 3 artists in around 3 months (full time).
Here’s what I did
- Built a chunk system where each chunk can be dynamically loaded or unloaded when the player is in range.
- Wrote the file format for world saves.
- The save contains multiple regions (files) which contains multiple chunks which contains block IDs (inspired by Minecraft)
- Helped build a lighting system using the Flood Fill algorithm.
- Helped research and tweak the world’s procedural generation using FastNoise2.
- Using the Stellar framework I made previously, I built an editor to easily create and test our game’s premade structures.
- Built a fast particle system which was able to easily be used by other programmers for their needs (best shown in the game’s bosses).
- Worked on some menus (main menu, setting, save/load etc) as well as some VFXs.
- Worked with one of the artists to create sounds and plan out the trailer.
- Tought teammates how to use GitHub and how to create branches etc. (We previously used SVN)
Stellar Editor
Before landing on the idea of Godbreak, we wanted to make a 3D-ish game (like the old Doom games) so I had started work on an editor.
Fast track a few weeks later and we wanted to create procedural structures with chests and loot, so I repurposed the editor.
It can create projects (stored in JSON for debugging) and exported to binary files for use in the game.

Menus
Like I said before, I got to work on the main menus including their designs as you can see below:
