TheNegativeEdge

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Project Overview

The Negative Edge is a fast-paced third-person arena shooter where players battle against monstrous enemies in striking black-and-white dystopian arenas. Agile movement, dynamic combat, and unique mobility mechanics are at the heart of the experience.

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Game Goal

Your mission is simple but vital: survive waves of relentless enemies and complete each arena to push forward in your desperate quest to save planet Earth from total annihilation.

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Key Features

  • Unique Black & White Visuals: A bold, dystopian look that sets the mood for every battle.
  • Advanced Movement System: Use your grappling hook, wall running, and rail grinding to outmaneuver enemies and dominate the arena.
  • Challenging Enemy Encounters: Each arena throws unique, monstrous creatures at you, requiring fast reflexes and tactical thinking.
  • Fast-Paced Arena Combat: Combat is intense, rewarding quick decisions and precision.
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    Personal Contribution

    I was responsible for the entire enemy system and AI architecture in The Negative Edge, developing all the code. Starting from scratch in C++, I structured three base classes (enemy, controller), which I then specialized into four unique enemy types, each with distinct behaviors and attack strategies:

    • Melee: Sword-wielding enemies that aggressively pursue and attack the player up close.
    • Ranged: Keep their distance and shoot at the player from afar.
    • Explosive: Charge towards the player and explode, requiring quick reactions to avoid damage.
    • Agile Flying: Highly mobile aerial units that can activate special totems, making all other enemies invulnerable until the totem is destroyed.

    To manage the intensity and pacing of the gameplay, I developed a custom wave system for the arenas, handling the logic for enemy spawning, progression, and increasing difficulty.

    • Wave System: Designed and implemented a robust wave-based spawning system that controls enemy numbers, types, and progression, adapting the challenge dynamically as the player advances.
    • Pending Attack System: Created a custom system to manage how many enemies can attack the player simultaneously, ensuring combat remains challenging but fair.
    • General EQS (Environmental Query System): Developed a global EQS manager for enemy AI, controlling movement points, attack positions, and adaptive tactics for all enemy types.
    • Zone & Area Management: Built a modular zone system to coordinate enemy behaviors and spawning within different areas of each arena, optimizing AI performance and encounter variety.

    All enemy logic, behaviors, and interactions were fully integrated with the game's fast-paced movement and combat systems, resulting in intense, reactive, and memorable encounters throughout every wave.

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    AI & System Design Highlights

    Modular & Custom AI Architecture

    All core AI systems are fully custom and modular, designed from scratch in C++. This allows maximum flexibility for adding new behaviors, enemy types, and arena mechanics without sacrificing performance or scalability.

    Zone & Region Logic with EQS Backbone

    A bespoke Environmental Query System (EQS) serves as the backbone for all enemy movement and positioning. The system leverages dynamic zones and regions, enabling enemies to make intelligent decisions about navigation, attacks, and area control, always adapting to the player's location and actions.

    Advanced Wave System

    An integrated Wave System manages enemy spawning, progression, and variety. Each wave brings different challenges by mixing enemy types and behaviors, ensuring a dynamic and escalating combat experience with every new arena.

    Pending Attack System

    To keep combat both challenging and fair, a Pending Attack System controls how many enemies can attack the player at once. Additional enemies are queued and rotated in, maintaining tension without overwhelming the player.

    Deep System Integration

    All systems are deeply interconnected: the EQS manages contextual decision-making, the wave manager sets the encounter pace, and the attack controller balances gameplay flow. This ensures a sophisticated AI experience and highlights the technical depth of the project.

    Let's get in touch!

    Feel free to reach out! Whether you have a question, a project idea, or just want to chat about game development, I’d love to connect.

    Email:

    Discord: Lollo48#2497

    *Based on : work illustrations @iluskaland 2024

    *Thanks for the illustration: work illustrations byStoryset

    *Thanks for the icons: flatart, font awesome, microsoft, chanut is indurstries, kalash on Iconfinder