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Alva's Lament

About

Alva's Lament is a sidescrolling Shoot em' up, inspired by Sine Mora and Ikaruga.

This was the first full game we developed using C++ at The game assembly. My main responsibilities were parallax effects, level serialization and boss design and development.

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Main Responsibilites

During the project I built a pipeline where our Level Designers could build levels and design enemy waves in Tiled.

The levels were exported as Json files and parsed into our framework with the "Json for modern c++" library by Niels Lohmann.

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Level Serialization

I wanted to expose as musch as possible of the boss behaviours to our Level Designers, so that they could design fun and challenging opponents. I did this by making each boss data driven, using JSON, where attack patterns could be chosen and ordered. 

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Bosses

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Since every level of the game was intended to have a scrolling parallax background, I made sure that changing velocities and other parameters was easy for our artist, so that they could design the visual feel they were aiming for.

I made a parallax system, loading JSON data, which made it possible to adjust which texture was used and at what velocity it would move.

Parallax Effect

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