Here are some of my contributions to this game:
This level generator is used to generate every level in the game, through the use of different profiles. It can generate an Overworld with different biomes, and Dungeons with a key and chest room.
Source code for the Level Generator and run-time level managing can be found here.
Most of the user interface of the game was implemented myself, excluding the in-game HUD.
The map shows what tiles have been visited, and supports showing map icons and dynamically zooming and resizing at run-time.
There is also a fully functioning options menu that can be accessed in-game or from the main menu, and save’s preferences for next boot.
I was also responsible for writing all of the shaders we use throughout the game. This includes a foliage shader for rendering swaying grass and trees, a ground shader for tiling UVs based on world position, a spinning shader for quicksand, and a simple flashing shader for indicating character damage.
A number of editor tools were created to aid development. One of these was an enemy spawner editor, which allowed editing of multiple spawner profiles, and visualizing spawn points.