ABYSS

 
Abyss+Banner+V2.jpg
 
 
 
C#
Unity
Windows
 

“Abyss” Puts the player in the shoes of a knight who awakes in his home during the middle of the night when he realises that his village is being raided by a number of monsters. Dawning a suit of armour and a blade, he hopes to drive the evil forces back.

Immersive the player via dialogue, unique levels, companions, enemies and engaging combat mechanics.

This was the first game I had developed in Unity using C#. I had lead the project in both aspects of programming and design.

 
 
 

Programming

  • There are multiple types of AI within the game. Each with their own behaviors and mechanics.

    • “Goblin” - A common enemy that encompasses two simples states, chase and attack, occurring upon spotting the player. The target of the AI will swap to the “Companion” as they are a higher value target for the enemy.

    • “Boss” - Has three primary states, attacking and chasing. the final state is introduced when the player inflicts enough damage and lowering the health past a certain point, this is an “enraged” state. Boosting the damage output of the enemy and unlocking a new attack animation.

    • “Companion” - Follows the player upon spotting them. Can be attacked by other enemies.

    • “Dragon” - Chained, once freed will be able to escape and move freely. Upon reaching its destination, the player would have reached the end of the game.

 
 
  • The combat system contains three primary mechanics; attacking, defending and burning.

    • The base attack of the player is a regular sword swing that takes away a set amount of health from the enemy.

    • The sword can be set alight, setting enemies on fire when the base attack has been successfully performed on an enemy. This can only be used a certain number of times before it needs to be recharged.

    • Finally, the player can use a shield to add as an additional layer of protection from enemies. The shield can be broken and is not repairable.

 
 
  • There are a list of objectives that the player can complete for each level of the game. Main quests and side quests, the main quest is where the story of the game lies. Here, the player needs to complete all the objectives to progress to the next level. Side quests on other hand are inconsequential and are fun way of immersing and engaging players to the world.

 
 
 
 
 

Level Design

  • A simple menu level that introduces the player to the world and immerses them a step earlier.

 
 
  • In this first level of the game, interactable torches and doors, multiple enemy types and a friendly follower can be found.

    Inspired from the original “Fable” game, during which the first village “Oakvale” gets raided and attacked by a massive horde of bandits.

 
 
  • The final level of the game, contains new atmospheric environment, multiple enemies, interactive objects, new quest objectives as well as a new dragon AI.

    Upon defeating the monsters in the area and freeing the dragon, the player beats the game.