Cell Surge was my third game at TGA, it was the first game we wrote entirely in C++.
The game is a classic 2D side scrolling shoot 'em up with power ups and four different levels ending with a boss. It takes place inside a little girls body where the player controls a white blood cell trying to save its host.
Project Duration: 8 weeks, 50 %
Team size: 14
Genre: Shoot 'em up
Inspiration: Steredenn and R-Type
Enemy movement and behaviour
Level designers handled placement of enemies. I implemented enemy movement and attack patterns together with Rasmus Ekelund based on their wishes.
Boss movement and behaviour
Bosses are an important part of shooters so we wanted a multi phase boss to finish the game. I collaborated with Rasmus Ekelund and we created a three part boss that increased in difficulty for each phase.
VFX (ghost frames, hit effect)
For extra player feedback I added an enemy hit effect. For extra tension when close to death I added "ghost frames" with the aim of simulating fatigue and drowziness.
Ghost frames on low HP with red vignette
Main menu with sprite sheet animations
I implemented a menu system. This was our first project in C++ so it was a valuable experience. I experimented with inheritance and enjoyed collaborating with our graphical artists and animators.
High score system
Since high scores are vital to shoot 'em ups we wanted a high score system. I created a system that saved and ranked high scores per level, saving name and score after quitting the game in json-files. It also saved stats such as number of power ups collected and enemies killed.
The value of cooperation and human relations in game development
The critical importance of verifying your work before commiting to source control
Leaving the environment of Unity gave me a greater understanding of how game engines work.