Description


  • 9 Weeks, 100%
  • Custom Engine

In Spirits & Spirits you play as the barkeeper Lavender and their apprentice Mint, serving drinks to your undead customers.

Setting up shop in the rowdiest of graveyards, you need to keep your customers happy or they'll tear your bar apart! Chop and mix ingredients while working solo or co-op to create the drinks that the undead desire.

The game features 6 levels in a cutesy art style.


- Development -

Logo

The Final Project
What a great send-off to end our work at TGA with! This project went smoothless and had minimal hic-ups during development.

Since the engine and editor was already completed it was smooth sailing, all the programmers could focus their work on the game and the game alone. Resulting in a much higher quality game.

Gameplay
During the project I was in charge of everything that had something to do with our Customers. This included:
- AI
- Currency & Health

- Score & Scorebars


I also remained as our primary Tools Programmer for all requests from Level Designers, when it came to thing like scripting or feasability.


(Click to Enhance)


- My Contribution -

Customers

Since these Customers use a quite rudimentary system with a Statemachine, I won't go in depth into it. They simply spawn, walk forward, and start attacking! Then there's some other states for if they get hit and so, but it mostly serves as the backbone to playing the many joyfull animations that they have.


Instead of the ordinary customers found in many restaurant games like this one, the Ai here is modelled after Call of Duty: Zombies, with them approaching barricades and destroying them. A nifty little design choice that I thought would spice things up a bit.

Enemy Wave Manager

The Enemy Wave Manager of Spirits & Spirits had full support for commands for our Level Designers to decide when and how enemies spawned. It simply acted as a sequence that the world executed.


With this system we could quickly mass produce different levels and easily create new rules and flows for the enemies to spawn.

HUD Editor

Something which I did more for fun, (and something which we'd really like to have before in the projects), was a HUD Editor. With this Editor our artists could place out sprites on the screen, give them a handle, and let us do all kinds of fun things. With this handle we could tweak the rendering of the sprite, for instance;

If the designers specified a sprite as "HP_Bar", we could in code and shaders look for something called "HP_Bar" and dynamically render the size of it so that it accurately reflects the value itself. It was a nifty little tool that was really pleasant to use, unfortunately it only saw the light of day in this last project, and could have saved time if it wasn't such a low priority in the prior games.


- Co-Workers -

Easter Egg!