Custom engine created with the purpose of rapid hex tile-based game development.
We started off with the idea that this would be a one block project but near the end of the block there was talk about some projects that might continue if they where unique enough and worked well enough. We got motivated to get our project through to next round and started working very hard. After the block ended we where still uncertain if the project continued. There was a one block break. At the end of the block we got the good news that our project was selected to continue to the next round.
There was a lot left to do but we got help from four extra programmers. One implemented audio, another for FBX importing, one for UI and the last improved the scripting interface with tools and auto complete features and made the prototypes in lua. Our designer unfortunately left the team.
In the second block we needed to refactor, it was a mess and this was going to be used for an actual game
For the first two blocks (16 weeks) I worked alone on the graphics engine. I managed to implement most of the core features of the rendering engine. I had a deferred rendering system with dynamic lights, PBR shading, instanced rendering and some more.
In the second block there was talk about the engine teams being allowed to continue in third block with a big team, to create a game with the engine. This was a huge and interesting opportunity for us. We got quite interested, but had the feeling we might not continue in our current status.
We worked quite hard towards the goal of getting green lit but where skeptical about getting picked, however when I talked with one of the teachers he mentioned that we where one of the teams he was considering for green light. This motivated us immensely and made us work towards the goal of working with a team in the last block. Somewhere in the middle of the second block, we got green light for the last block.
There was a big problem though, our engine was never build with the idea that designers or artists would work with it. We had to work extremely hard to get a working level editor and get some extra graphics and model pipelines in that the artists expect from us. We got most of the core features done by the end of the block, but it was nowhere near done or usable for that matter.
In the Last block another programmer joined the team. I turned graphics lead, since I knew how the graphics engine worked and what it was still missing. We where low on post-processing effects, but there was a system in place to render them. I asked the other graphics programmer to focus his time on implementing these effects so I could focus on getting shader-based materials and particle effects in place.
Unfortunately for me I didn't get a lot of time to do a lot of graphics work, as I had to help artists and designers a lot. Also, the lighting didn't look as they expected. I probably reprogrammed the lighting shader four times before I was satisfied with the result.
In the end we did manage to get everything that was required for the game in place, including particle effects, PBR materials and fancy shading effects. We even got complemented by the artists. "If only we could have started with the engine as it is now."
See project "Nebelkampf" for the final result.