RE:Pent
Physics & Enemy AI Programmer
Made in Custom C Engine
About RE:Pent
RE:Pent is an action platformer developed by ReCyclez in a custom C game engine as a semester long student project.
The player is dropped into a dark, hellish landscape. Suddenly, an other-worldly voice begins to talk to the player, guiding them along the path to escape. The player must traverse through Hell, fighting its inhabitants to make it out alive. However, death doesn’t necessarily mean the end of your journey… The light at the end of the tunnel has a shop in it! Upgrade your stats after every attempt to take down the denizens of the underworld!
My contribution
My main role on the team was Physics & Enemy AI programmer.
My responsibilities included:
Implementing the base Entity for the ECS style game engine
Coding the collision-detection and resolution for platforming
Implementing basic platforming physics
Creating the behaviors of three different enemy types
Building the final boss behavior
Producing the Music and SFX in FL Studio
Takeaways
This was our team’s first introduction to creating custom game engines. We also had a very tight deadline of only a couple months.
The biggest takeaway I had from this project was the power of asking for help. Before this project, my method of debugging was bashing my head against a wall until one of my solutions worked. However, with the constraints of our project it was obvious that wouldn’t work. Communicating with my teammates, TA’s during lab time, and professors was key to finding success.
Along with debugging problems, I could also discuss game ideas and learn techniques that I wouldn’t have thought of. For example, to create the player’s hitboxes, we used a 9-box method that was suggested to me from a TA.