Into The Abyss! CPS 498 Senior Project
Team 1- Into the Abyss-Spring 2022
Landon Strong
Ben Bloxsom
Kailey Daniel
Max Nylund
Brady Granquist
Instructor: Dr. Alex Redei
Central Michigan University
Advisor: Collin Van Brabant
DESCRIPTION
Into The Abyss is an underwater-themed horror and thriller game, in which you pilot a sub through five levels while avoiding monstrous sea creatures and crustaceans. There are four enemy types, each with their own behaviors that enforce different approaches from the player. The player is equipped with a flashlight and a speed booster that both consume energy when in use, as well as a flare gun that consumes ammunition in order to distract some enemies. The current enemies include: a giant fish, that normally behaves passively will become agitated if the player is too close for too long; a shark that follows a set path, lunging at a player within its sight range; a crab that jumps from the seafloor towards the sub and latches to it upon contact, dragging it downwards; and the crasc which ignores the player in one level but chases them in the next, killing the player instantly upon contact.
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Advancements to the development of Into The Abyss will include refining the AI and the level design, integrating the story into the design with art assets, and sprucing up the environmental details. Making the game compatible with a motion simulator is our ultimate goal.
SOURCES
Geig, M. (2018). Sams teach yourself unity 2018 game development in 24 hours. Sams.
(2021, October 21) Unity User Manual. Unity. https://docs.unity3d.com/Manual/UnityManual.html
Kjeldgaard-Christiansen, J., & Clasen, M. (2019). Threat simulation in virtual limbo: An evolutionary approach to horror video games. Journal of Gaming & Virtual Worlds, 11(2), 119–138. https://doi.org/10.1386/jgvw.11.2.119_1
Arnell och Nikola Stojanovic,T. (2020) Horror game design – what instills fear in the player?
http://sh.diva-portal.org/smash/get/diva2:1432687/FULLTEXT01.pdf
Thöndel, E. (2017). INTERACTIVE MOTION PLATFORMS AND VIRTUAL REALITY FOR VEHICLE SIMULATORS. Acta Polytechnica CTU Proceedings, 12, 108–111. https://doi.org/10.14311/APP.2017.12.0108
Mitchell, C. (2021, May 6). Using Unity Timeline to Create Video Game Cutscenes. Medium. https://sneakydaggergames.medium.com/using-unity-timeline-to-create-video-game-cutscenes-80e9ae0acb55
SpeedTutor (2017, June 17). Developing Horror Games - What Not To Do - 1 [Video]. Youtube. https://youtu.be/QLxIbkgf-ws
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Completed Tasks
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Created a Website for updates and details
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Implemented the battery and subradio-static sound effects
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All members have installed the project
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Added smoke to the interface for when the sub is at critical damage
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Added new triggers for the voice system.
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Added Sounds to submarine, including ones for if the current battery is running out and if the player takes damage
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Modified shark AI to be more natural in movement and less wonky upon collision
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Added health packs to the game
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Implemented tractor beam/collection radius.
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Modified main menu backdrop
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Modified Crasc to be more natural, and to move to a new path upon reaching sections of levels.
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Level 4 was changed, so that it was more gamified.
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Added an octopus enemy that can be implemented in levels in the future, should a designer wish for more variety.
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Created Poster and Abstract.