"A powerful demonic presence has been summoned in the catacombs of an old town. You, the cleric, must descend deeper to the source of the evil and use your divine magic to vanquish the demons that have emerged."
Project: 6
Time: 12 weeks, half time, 240 hours
Reference Game: Diablo III
Group Name: Arcturus Game Studios
Game Engine: Aurora
Level Editor: Unreal Engine & Borealis
Role Overview: Engine, graphics, and editor
Contribution Overview: Debugging- and profiling tools, editor and runtime
Aurora Borealis, our own game engine and editor was used to create and play the game, and Unreal Engine was used as the main level editor by the level designers.
Spite: The Summoning is a game based on Diablo III and was our sixth project at TGA. As our last project, Deliverance, was meant to be more of a tech demo and an opportunity to develop the engine, this project would truly put our engine to the test.
The player plays as a cleric, battling demons while descending deeper into the catacombs to defeat a source of evil, a boss based on Belial, the lord of lies.
We chose to have two enemy types other than the boss. The first enemy is small, with lower health. The second is bigger, stronger, and can damage the smaller enemies to regain health.
My role in this project was engine developer, primarily graphics programmer. As we only had short time to make the rendering work during the last project, Deliverance, we did not have the time to build a system which would support bigger scenes which were needed for this project.
We also felt the need to create a simple editor in which we as programmers easier could debug and test new features and the other disciplines could test their assets, scenes, or animations without our help. As I've already made an editor for my own engine Epoch, I began working on our editor Borealis and have helped to maintain, optimize and add new features to as I kept working on the engine.
Despite us working on an editor, it's not in a state where one could easily make an entire game in it. Due to this, Unreal Engine is still our primary level editor, but we can create, build and save scenes trough Borealis, which is useful when testing and debugging.