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| author | realtradam <[email protected]> | 2022-02-24 14:37:33 -0500 |
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| committer | realtradam <[email protected]> | 2022-02-24 14:39:06 -0500 |
| commit | 936c072b0efbddb0376891f0406d784e780813f0 (patch) | |
| tree | 17f11195320a3768785013cd8e2daf3c6b521bc9 /index.html | |
| parent | ac61b539ea71cc3fdc1916266e6c1d8b5bc95403 (diff) | |
| download | portfolio-site-936c072b0efbddb0376891f0406d784e780813f0.tar.gz portfolio-site-936c072b0efbddb0376891f0406d784e780813f0.zip | |
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@@ -34,6 +34,29 @@ All controls are fully explained in game.</p> <li>Utilized multiple custom in-house made tools which allowed for more efficient development speed and better code organization(Used MRuby-Raylib and FelECS).</li> <li>One of 41 submissions in the Raylib 5K Gamejam, our game won first place both by popular vote and judge's vote.</li> </ul> + +<p>My Contributions:</p> + +<ul> +<li>Level transition animation system</li> +<li>Level "Scissor"(or Box) pathing system + +<ul> +<li>Multiple paths can be chained together using any arbitrary equation(linear, quadratic, bezier, etc)</li> +<li>The size of the "Scissor"(or Box) also follows a chain of multiple arbitrary equations(linear, quadratic, bezier, etc)</li> +<li>Having textures/text appear or disappear after the Scissor has passed over a given location</li> +</ul></li> +<li>How a given level is stored in code(before it is loaded)</li> +<li>Character animation + +<ul> +<li>Character turning around</li> +<li>Tying running animation speed to character speed</li> +<li>Character Death Animation</li> +</ul></li> +<li>Level design(First Level and Maze (3rd)level)</li> +<li>Input system and movement mechanics</li> +</ul> </article><article class="basis-1/3 bg-gradient-to-r from-slate-800 to-slate-900 rounded-xl mr-12 pl-8 pr-8 pt-5 pb-5 shadow-inset"><h1><a href="https://github.com/realtradam/FelECS">FelECS</a></p> <div class="subheader">— Engine Agnostic Pure Ruby ECS</div></h1><h2>May 2021 -</h2> |
