top of page

Bloom Eternal
 

Engine: Custom Engine
Language: C++
Time: 12 weeks 
Group size: 13

Bloom eternal is the 4th project made in TGA. It is based on the game Deaths door. For this project i was in charge of the AI aswell as interactables in the world. The game used a simple grid system for the pathfinding aswell and a state machine for the AI.

Contributions

On this project i worked mostly on the AI aswell as the LD integation aswell as some physics.
The Ai is a state machine with A* pathfinding. It uses raycasting for vision and the world is buildt up in the background with a grid system.
The ld integration that i worked on was mostly with making sure level designers could put tags and objects in their level editor (unity) and make sure it correctly came into the engine.
For the physics, i mostly helped where i could with the players gameplay mechanics that used physics because i was in a good position to help them.

bottom of page