I’m Luis González, right now I’m a Video Game developer student at CITM-UPC.
My goals are to be part of the development of an Indie game, an AAA game and, at some point, develop my own
Video Game on my own. I also would like to develop my own 2D Engine on my own to test my abilities and, maybe,
use it for the Video Game I want to develop on my own.
Some of my most relevant achievements are being part of this Video Game development Alien: Nemesis,
the development of my own 3D Engine Mantel Engine and being part of the development of a 2D Tactical RPG Video Game Breaking Cats.
For this project I had the role of Developer in the Code Team. My job was to help in the process of the development of the game and the engine, for more detail seek Main Tasks.
Update of Canvas: Canvas prints in the Screen all the UiElements that it has There are the following UiElements types:
ImageUI
ButtonImageUI
CheckerUI
SliderUI
TextUI
Flickering FX
All ImGui Panel Inspector in order to edit variables, Add Canvas, Remove it, etc.
Some difficulties appeared on selecting the section of the images, that changed the scale of the image. Other challenges include the SliderUI having an excessive number of editable options, which affects readability. Modifying the ImGui Panel Inspector for the Slider to enhance readability is advisable.
We had all the art, sprites and designs for the menus, so it was time to implement them in the game.
I created a new scene called HUD_Scene to advance all UI progress there.
I created the canvases and
UIElements for all the menus and, then, I scripted them to be able
for the player to navigate through the different options. All ImGui Panel Inspector in order to edit variables, Add Canvas, Remove it, etc.
Also scripted the hud to match abilities cooldowns with player, their current Loadout, etc.
Delete Function
Duplicate Function
Create Empty Parent Function
Add colliders so player won't trespass walls
Add collider type such as rect and circle
Add collision type such as Player, Enemy and Wall
Variables to ImGui Panel Inspector
I fixed and removed the hardcoded code in Audio Engine to make aviable its use from different parts of the Engine
I helped on the implementation of the Audio Manager that manages the Audio Engine functions
I've been Scrum Master twice involving:
Planning
Organization
Meetings
First time I was Scrum Master, half of the code team including the Code Lead left and I took the role of Temporary Code Lead to release the Vertical Slice Build 1.5v
Particle implementations including:
Particles of Hit for each enemy
Particles of Death for each enemy
Particle implementations including:
Particles of Heal for player
Particles of Adrenaline Rush for player