Team Size: 15
Engine: Sidetrack Engine(custom built engine using c++ and DirectX 11)
General Info: 8th TGA game project and third game using our custom built engine.
Pitch: Jump, climb and dash your way through floating islands while avoiding obstacles to reach your destination.
I worked as one of the main developers of the movement, contributing with both programming and help designing/polishing the movement.
The movement consists of running, jumping, sliding, air dashing and wall running.
It was very important that the momentum for the player needed to be smooth and responsive without being to floaty while also not feeling to static or clunky.
My cascaded shadow map implementation uses four shadow maps, all in different sizes where the smalest one has the highest quality and the largest one the lowest. When the shadows are rendered the smallest shadow map is prioratised.
There are two bounce pads. One that resets the players momentum and launches the player in its direction. The other one works by isolationg the specific vector within the players momentum that is parallel to the bounce pads angle in the opposit direction and then flipping it on the player. This means that the player can bounce on it and still retain their forward momentum and it works from every angle, not just upwards.