AXYZ

 

Project: Large Game Project

Members: 12

Length: 16 weeks

Language: C++, OpenGL

My role: Rendering engine, Scrummaster, Gameplay

AXYZ

Axys is a 4v4 squad-based FPS where the goal is to capture all 5 objectives to win. The objectives is arranged in a linear fashion to create a thug of war style gamemode where you have to push back the enemy team to capture all 5 points and win.

The game has 2 classes, the assault and the defender, each taking up different roles during gameplay. The assault utilizes a quick and nimble playstyle, with a dash move and sprint while the defender is a methodical shield who utilize positioning to help his team.

The map has several levels, where players can take different paths depending on their class to create another level of differentiation of the classes. The assault class can take paths over mountains and jump over canyons with his double jump whereas the defender has to take ground paths. 

 

The project was out 4th year large game course that spanned 16 weeks at 100%. We were a group of 12 people, whom 7 was programmers and 5 were Technical Artists where each member had a focus but could help out on other areas if need be. 

We used Scrum as out development method with 2 week sprints; we had already used this in 2 other projects at this point and we had all learned to use it and appreciate the fluid style it gives. We also put up a goal for every 4th week, such as "multiplayer demo ready" or "1 full playable class done" which also gave us some longer term deadlines to work towards and keep in mind while we planned each sprint. 

My job was to create a rendering engine, where the main part was forward+ lighting, which was a first for me since I've always used deferred up to that point. I also did the light dependent bloom effects, HDR colors, blur effects, and the defender shield effect to name a few. I was also the scrum master, meaning I handled the time management and daily meeting and during the course I got took on the role of project leader. We had no sole person who focused on gameplay, because as a technical oriented course it was not allowed so it came down to whoever wanted to work on it for the week with input from everyone.