Abyssal Ascent

Gameplay and Trailer

Game Description:

Abyssal Ascent is retro style Roguelike game where you play as one of three heroes trying to reach to the other side of the Abyss to find a better end for those who are not evil, but have have to do evil acts to save others and do good deeds.

My Contributions:

In Abyssal Ascent, my primary responsibilities included project management, designing the procedural generation system, creating the UI for all scenes, and developing the familiars. As the project leader, I took on the responsibility of making decisions while managing a diverse team. We implemented Agile methodology, which allowed us to stay efficient and organized throughout development. One key lesson I learned as a project manager was the importance of a well-structured game design document to ensure alignment, especially when communication gaps occur. Managing a team with varying communication styles and keeping everyone on task was another crucial aspect of the role.

My work on procedural generation led me to implement a Binary Space Partitioning (BSP) system, which offered the randomness we desired while providing flexibility for expansion. Additionally, I developed the familiars system, where familiars acted as spells, giving players buffs, healing, or dealing damage to enemies. We used a scriptable object system to enable easy implementation and variation of abilities. My role also included redesigning the game's UI, transforming it from simple white boxes into a more immersive fantasy-themed interface that fits its aesthetic.

Beyond these core responsibilities, I handled smaller tasks to enhance the gameplay experience. This included managing the audio design, where I drew inspiration from Castlevania-style rock music to set the tone. I also worked on quality-of-life improvements, such as implementing screen fade effects and ensuring smooth game loading, as well as adding visual feedback when players or enemies took damage.

Credits:

Xander Hacking: Procedural Generation, Project Manager, Familiars, Audio Manager, User Interface Ryan Orth Enemy AI, AI animation, Enemy Stats

Aden Gillette: Player Character Controller, Player Character, Animator Controller, Ability System, Combat System Robert Allison Pick up items/collectables, Old Combat System

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BOXED FORTRESS: Defend the Throne