Ortografisk.
Tech Stack
- C++
- UI
Overview
Bloom Eternal was the 4th game I worked on at TGA, with a duration of 8 weeks. The game was made in TGE (The Game Engine), TGAs in-house game engine, with Unity acting as a level designer using an export script that exports scenes into JSON files. Due to the relatively short time we had, and the fact that we were one programmer short, this was quite a stressful game project. But we did our best and managed to get it done.
My main contributions in this project was being in charge of implementing all the UI designed by Melker Ljung and to implement the StateStack that was used to which between the different game states.
UI
I had to build the UI from the ground up, including the buttons, slider and the checkbox. This led to me not having a lot of time for the actual building of the UI, meaning that I decided to just make all of them manually in JSON files. This led to quite a horrible experience with a lot of fiddling with values each time the designs updated, but I managed to get it done.
If I were to do this again I would try to make Unity act as a sort of UI-editor, which would let me work on other more important stuff.