game dev
Sanguis Machina [In Development]
Smash your way through world powered by blood magic. Brutal Melee physics based combat with ability crating system. Blood powers all...
Overview
In Sanguis Machina players explore a world powered by chemical reactions caused by injecting magical reagents into their body. You are a contract killer who uses overhwhelming physical force and blood magic to defeat enemies.
NOTE: sanguis machina is in the early stages of prototyping/development. No assets are final.
My Role
Programmer, Technical Animator, and Game Designer (Team of 2).
Featured Work
Kinematic Physics Combat
Combat in Sanguis Machina is centered around chaining together attacks/movement to displace enemies. I opted for a custom Kinematic physics simulation to give precise control over the displacement of enemies.
Control of character movement is handled by a HeirarchicalStateMachine that controls how physical forces are handled based on the state of the current character. Character abilities may alter the state of targets to take precise control over physics interactions and group of ragdolled targets together to treat them as a colliderGroup to avoid undesirable inter group interactions.
Ability System
Each character (enemies and players) are controlled by a HeirarchicalStateMachine with states that server as "injection" points. When a player equips a weapon or injects a potion ability states are injected into the state machine. All abilities work on all player and ai characters. This enables rapid prototyping.
Flying Navmesh

Arial combat against flying enemies is a staple of combat in Sanguis Machina. To enable flying enemies I extended AstarPathfindingProject with a custom graph for flying enemies. Scanning of the Navmesh is accellerted using the Unity Jobs System.
Custom pathfinder/AI code handles seamlessly navigating across flying/ground
Animations
I have taken on the bulk of the animation/technical animation work for the prototype stage of this project.