Sakanami

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  • Top-down action-adventure game.

  • 7 weeks half time in a team of multiple disciplines.

  • Made in inhouse engine TGA2D (C++).

  • Written in C++.

This game was a school project at The Game Assembly, Malmö. It took us 7 weeks to develop and we used the Scrum framework to coordinate the team. We used an inhouse 2D engine, called TGA2D in C++.

The game was heavily inspired by the older Zelda games and featured combat, exploration and dialogues with different topic selections that impacted the storyline slightly.

I was mostly responsible for implementing systems to manage the story stages, dialogues, quests and interaction with the world. This was done using a Story Manager that handled persistent data such as quest stages, items and player states. These things should not be reloaded when the player entered new areas and had to exist during the game's entire loop.

When I implemented the dialogues for the game I spent a lot of development time on making the text wrap properly and print in a satisfactory manner. The dialogue system was heavily inspired by The Elder Scrolls IV: Oblivion and the designers could create topics and conversations in separate files that we then loaded into the game dynamically.

I also composed the music for the game using Cubase and implemented a Sound Manager to handle music and SFX.

In this GIF, the player is engaged in a conversation with the Village Elder. The player can choose one of several topics added by the level designers. If the player so chooses, it's also possible to instantly print the whole conversation by pressing ENTER. It took quite some time to make the text wrap properly and not overflow the text box since we didn't have any proper functionality to measure the text length in pixels at first. In the end it turned out well and was perfected in the following project, Spite: Undying Souls.