Santiago Moliner

SANTIAGO MOLINER - PROGRAMMER

Santiago Moliner

I'm Santiago Moliner and I was a programmer for this project, developing systems and programming new features. In this project I wanted to showcase my programming knowledge and try to develop clean code, modular and versatile for other team members to use and be able to understand. It has been a very interesting project to work on, since we simulated working on a real video game studio and had to develop good communication between members. In the next section I'm gonna be explaining in more detail what my contributions to this project were.



PROJECT CONTRIBUTION

Physics system
Last semester we developed high level systems that would later on be used in our custom engine, Misclick Engine. I was in charge of implementing a physics system, for this task I used the library developed by Nvidia PhysX,a complex physics library that has multiple options and features for real time simulation. All the features that we added were used to develop the main movement of the player and enemies and with the use of colliders.

Game controller
I was also assigned with the task of implementing the game controller inside the game, for this I developed a game controller class with specific structures with states for each action of the button, like release and key down of the different buttons and joysticks. I developed in a way that was easily used by other developers.

2D UI animations
I developed a system to implement animations to the hud and main manu elements of the game. This was used with a class that changed textures of the desired UI Image component at a variable rate, with options to play looped, play on start and stop at any given moment. It was firstly used with different png textures but later on optimized using a sprite sheet.

Spritesheet
I was assigned to optimize the loading time between scenes, and the main cause for this problem was the amount of textures files used in the animations. That's why I developed a spritesheet system that would be able to select a specific quare determined by the pixel size and position. This feature was also used to include an atlas texture file of all ui elements to decrease even further the number of files.

Website
Finally for the Gold delivery my task was to create the game website. I implemented the core functionality of the website by structuring the css and html simultaneously, and the files were structured in a way that allow all the team members to create their own section without interfering in other members' work.

HUD Animations
Physics system
Heart animation sprite sheet