Eigth TGA project
Genre: Hack n' Slash, co-op
Development time: 10 weeks, full time
Engine:
Continued development from the engine we used in the FPS. Uses DirectX, Wwise, PhysX and Lua scripting.
Premise: 1-4 player shared-screen Hack-and-Slash co-op that can be played with controllers. Work together to defeat the enemies that stand in your way and compete to collect the most gold.
Setting: Ancient Egyptian style temple or tomb.
I focused mainly on the rendering pipeline to create a cartoon shader with outlines and suitable lighting. I had to tamper with the depth buffer and depth stencil to make the outlines work as intended. My biggest achievement was to make outlines visible through obstacles in the player's colour to allow for visibility behind pillars and walls.
I learned that letting modelling tools automatically triangulate meshes may not preserve vertex order, which caused some faces to detach and rotate during vertex animation.