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Perspective 2, Chris.

Hi, This is Chris here, Just giving my perspective on Sweet Dreams of Destruction! Sweet Dreams of destruction was an Incredibly fun project to begin my understanding into decent engine architecture and game systems. Initially the game was intended to have procedurally generated levels, but we chose to cut this in exchange for a tile mapping system that can import CSV's and txt save files, so this became my first job. The tile mapping system uses exports from "Tiled" a program located here https://www.mapeditor.org/. With the exported CSV's our engine reads in the files, manages collider generation across the tile map, and places it into the level. After this I did a lot of work into components and relevant systems, such as ropes, sound management, a lot of the editor's construction, and management of parallax background art and some work on opening up liquids and other physics objects to the editor. Game and level design (due to not having a dedicated designer) became my domain as well, and we had a lot of fun talking about the level design and producing something that feels really good. You can have a direct look at the code and GitHub commits at https://github.com/Deklyn-Palmer/Kross-Engine-Game/. Thanks for reading, we always welcome questions!

-Chris


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Perspective 3, Jake

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