Description


  • 9 Weeks, 50%
  • Custom Engine

In Spite: Plague Purge you play as a Plague Doctor visiting a diseased town. 

Use your weaponry and abilities to cleanse it of its filth and root out the cause of the infection, while picking up notes left by someone who called for help.

The game features 3 levels in a dark fantasy environment.

Not on the Youtube channel yet!


- Development -

Logo

Going Upwards
Things were starting to look upwards, as development of the engine and editor started nearing its end we reached a more stable ground and could focus on bugfixing and helping our other disciplines more than developing new features.

Tools & Editor
During the project I was still in charge of our tools and editor, this included:
- Prefab System
- Node Scripting


(Click to Enhance)


- My Contribution -

Tools & Editor

In this project I started developing our own editor, from the last project we learnt that we did not want to handle import/export between Unity and our own engine, and so I set out to create our own in-engine editor. It proved a challenge with extreme pressure from Level Design to develop the editor while we were making our game, as it was constant needs and demands to meet, while also keeping a certain degree of quality.


The editor was certainly not finished in this game, and required more maintenance as time went on, but I quickly in the first week got all the barebone things working like importing assets and being able to place them in a level, and saving. This allowed everyone to start their work, and with time get access to more and more advanced tools.

You can read about this on the main page about the Clockwork Editor.


Bossfight

Unfortunately this boss was left a bit bare-bones due to the majority of my time being dedicated to developing our Editor. It was based around a simple StateMachine and featured 3 separate phases with 5 different attacks that were introduced as the fight went on.

I wasn't the most enthusiastic on working with it, as I did not agree and voiced concerns with the design decision to have it be a stationary boss that just threw out attacks and served as a bullet sponge, but I eventually followed the decision and did my part in developing it. We simply needed a boss, it didn't have to be good, it just needed to work.

If I was given more time and allowed to make a greater impact on how the boss would be designed I would have definitely opted for a more mobile boss, perhaps something similar to Smough from Dark Souls (FromSoftware 2011).


There is no Easter Egg, there is only pain.