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PC

PS4

Divilium

Divilium is a custom engine made. To showcase the capabilities of the engine, we worked on a small demo for it based on the game FFFLood.

The custom engine is specialized for RTS games and has the capability of running on both the PS4 and PC. 

Sadly, I cannot share the full project due to PS4 NDA. But I can share some of the code that I wrote. 

  • Size: ~7 people

  • Duration: 8 weeks

  • Roles: Gameplay Programmer

Tools: Enemy waves & enemy spawn

For the Engine, I made two tools:


- An in-Engine editor for enemy waves:
by using Bézier curves, you can easily edit how many enemies will spawn in a certain wave, with attached to it a ratio of which type of enemy should spawn.

You can set the amount of waves that are being controlled by a Bézier curve. Meaning that you can chain multiple Bézier curves to get more control.

- Manual enemy spawner:

To quickly debug enemies, balance them or do a stress test.

You can set the amount to spawn and if you want them to spawn at the location of your mouse or spawn randomly.

Research system

I created a research system for the game, at the start of the game you can select out of a couple classes.

After completing a set amount of waves, you are able to pick an upgrade from the upgrade tree. 

Perlin noise

One of the features for the demo I was working on was a Perlin noise generated map. The Perlin noise is converted into tiles. And these Tiles would then have modifiers on them to not allow buildings to be spawned or enemies could not walk through them.

Sadly, this did not make it into the demo as we could not get the pathfinding in time.

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