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Crea - The Anomaly System

About Crea

Crea is a 2D RPG Sandbox in the same vein of design as Terraria.

Crea drew my attention with strong modding support early in it's development, and I modded it as a hobby for several years. This continued up until I was hired as an intern to work on Crea after which I eventually became a part time employee.

When working on Crea, my primary jobs were content design, gameplay programming, and bug fixing. The gameplay code is written in Python. The engine code is written in C++. I regularly worked with both.

The Anomaly System

The Anomaly System was a system I proposed, designed, and implemented into Crea.

The Anomaly System created time-limited events in the world, which provided challenging encounters with significant rewards should the player choose to travel across the world to the location of the event. I implemented 7 events, many of which had additional variability. More events have been implemented since I stopped working on the game.

The Anomaly System was designed with the intention of it being a core gameplay system, and thus needed to be easily extendable. The system is composed of 3 components:

  • The "System" component was responsible for tracking, managing, saving, and loading anomalies, along with choosing which anomaly to start and when.

  • The "Base Anomaly" component was an abstract class which was inherited by all other Anomalies. It was responsible for managing data common to all anomalies (such as location and duration), ensuring the networked state of anomalies were synchronized across all players, and providing a common interface to interact with all anomalies.

  • Individual "Anomaly" components were each classes that inherited from the "Base Anomaly" class, and performed the anomaly actions.



Included here is the Python code for the "System", the "Base Anomaly", and one individual anomaly, the "Swarm" anomaly.

© 2022 — Joshua Butner.

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