Abyssal Ascent

Gameplay and Trailer

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.

Credits:

Xander Hacking: Procedural Generation, Project Manager, Familiars, Audio Manager, User Interface, and quality of life.

Aden Gillette: Player Character Controller, Player Character, Animator Controller, Current/Old Ability System, Current Combat System

Ryan Orth Enemy AI, AI animation, Enemy Stats

Robert Allison Pick up items/collectables, Old Combat System

Benton Holmes Programming Consultant

William Soper Character and Familiar extension concept , old User Interface

Hayden Pack Old Combat System

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.

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