Riverboat Miner is a 2D exploration and adventure RPG, in which you blow up bandits and collect resources such as coal and gold to venture further along the river and reach new and unknown destinations.
I developed a particle editor in C# with a live preview window that ran the game engine with the current data as a particle effect. The tool saved data as a json file, and could load previously made particle effects. It could have several open particle effects at the same time, switching between the active one with a tab system.
I also implemented the necessary C++ classes and interfaces to easily create a new particle emitter from a json file, and change their behavior from other objects and events.
It was used by our artists to make effects for:
I was responsible for enemies, including AI, data structures and code design, LODs for behavior/Collision/Rendering, animations and states, and allowing our designers to work agile by exposing data.
I implemented and maintained collisions (with debugging interfaces) for the boat, enemies, dynamite boxes, interactions, explosions, and was a part of the implementation of the tiling design-placed terrain collision.