Introduction
My first group project, the game was made by 7 developers and 3 artists in around 2 months (full time).
Niva is a 2D Die and Retry platformer made in C with CSFML.
It supports localization in English and French, controller support with XInput and PlayStation controllers.
Stellar
Before the project began, I started writing basic tools / reusable code to help with developing the game. I built UI components, tools for sounds, save data, controller inputs and localization. All of which became the foundation for Stellar (our “game framework” that we used for Niva, Hexatak and Godbreak)
Here’s what I did
During our school year, we learned a program called Tiled to create levels and had to implement it in our game.
To do that, I built a small tool that would convert these levels into our own game’s format.
With the tool and the way the level system I made works in the game, you can quickly make modifications in Tiled and see them in game within a few seconds.
Being the first time we worked collaberatively, every programmer shared versions of the game with their changes and I was tasked to merge and/or fix them to get it to work with the rest of the game.
I worked on some of the game’s menus such as the pause menu, credits, debug overlay, settings (and made the game work with these settings) and notifications when you earn an achievement.
As mentioned previously, I also worked on the level system/rendering for the game. Using the level data to map the correct tiles, animations, and spawn positions.
Steam
After we had finished the project, we wanted to publish it on Steam. I handled creating the assets required by Steam, uploading builds and integrating the Steamworks API into our game to create achievements as well as other QOL features (i.e. pausing the game when the controller is disconnected or the Steam overlay is active etc).
