Terminal Momentum
C# Engine/Gameplay Programmer, Modeling, VFX, Physics
Mar 2017 — Apr 2017 (1 month)
Engine: Monogame
Team size: 1 Programmer
My Contributions
The game was developed over the course of one month. But some assets like the 3D model of the spaceship was modelled by me in the 3D modelling course I took before the project started. I decided to do a 3D game instead of a 2D game to test my personal limits and get a feeling for the time requirements to develop such a game.
The MonoGame framework made importing and rendering the ship rather easy and uncomplicated. The movement was based on very simply fly physics that weren't influenced by inertia or gravity. The terrain was more of a challenge because I had to implement the terrain rendering with a heightmap which includes the collision handling. Then, I created the UI textures and placed them in the game which included a nice main menu. In the last week, there was some time left and therefore I added a multiplayer mode with a split-screen to the game.
Considering the amount of time I had available and the amount of program knowledge I had at that point in time (only the basics) the project turned out rather good. The game loop was complete and the number of bugs was also low. Still, I noticed that my code quality, especially in the terms of reusability, was bad. Luckily later in my studies, I learned more about programming patterns and engine architecture.