Spite: The Summoning
“A powerful demonic presence has been summoned in the catacombs of an old town. You, the cleric, must decent deeper to the source of the evil and use your divine magic to vanquish the demons that have emerged”
Our sixth project at The Game Assembly was probably the biggest one yet.
We got to stay in the same group we had been assigned to at the start of the fifth project and keep on developing our game engines.
With our sixth project we got tasked to create a clone of Diablo,
when discussing the scope of Diablo my group got to the conclusion that we would need a Editor to help us debug the project.
The development of the editor became my main task throughout the development of Spite: The Summoning.
My Contributions
- New asset system and manager utilizing UUID’s
- Object picking and Viewport
- ImGuizmo implementation
- Game object inspector
- Game object hierarchy
- Asset browser
- Engine settings
- Level Loading form unreal Engine
- Animation System rewrite
- Navmesh loading and visualisation
- Pathfinding
- Internal engine scene saving and loading
- Splash screen
- Multi select
- Undo and redo using a command design pattern
- Trailer
Pathfinding
One of the most vital parts of making a Diablo clone is getting the pathfinding to work since both the
player and the enemies utilize it to move around.
The navmeshes we use in the game are first generated in Unreal Engine and then exported as .FBX models that
I then load and break down into navmeshes.
I used an implementation of the A* algorithm to get the path, once I had a path I used an implementation of
the Stupid Simple Funnel Algorithm to smooth out the path between the points so that it isn't as jagged as the entity goes from one point to another.