
2020
Released
1
Platform
Release DateNovember 1, 2020
Developer
Genres
Playable on
2 0 1 9 Project - 4 team group collaborative 2-3 month experience. Descent - Into Madness: Travel through five levels and discover what happened to Johanna, the daughter of the mayor where you live in (Port Heaven). Descend into Darkness and shoot your way to the depths of hell with two weapons. The player can use a flashlight to find it's way through the dark paths and keycards are to be found in order to unlock doors. Shoot cultists and demons through a series of variable environments. Game includes custom events and more. We hope you enjoy the experience. Made by Team 3: This is a school project for intro to game design. Our goal was to make a small and simple first person shooter experience inside Unreal Engine 4 while going through pre-production and production phases. A simulated expo was done as the post-production phase. Business cards, poster, production and pre-production documents were delivered. We had a row of computers running the final build package at the end. An elevator pitch was delivered by the team leader and a presentation was also made by the entire team afterwards in order to pitch the game to a group of about 25 individuals.
Team 3: I had the chance to work with great people in this project. I want to thank them again for their extremely hard work/sleepless nights for the making of this project. We had many tasks and hats, and we are: Jesus Fernandez Garcia (uploader): Team Leader (3D environment designer, 3D modelling/tweaks, level designer, story, slight programming tweaks, graphic design/overall documentation, cinematic/events making via Kismet and overall vision and execution).
Nancy Medina: 3D Modeler (3D modelling, style/aesthetic supervisor, story and level design, great feedback, plus more).
Gabriel Morales: Programmer / C++ - Unreal Blueprints (Level design, gameplay, story, weapon design, enemy design, and all systems you see in-game).
Jett Morgan: 2D Artist (story, great concept art, logo-design, weapon design, illustration, superb feedback plus easter egg making/ideas, level design/layout associate and overall game balance feedback/ideas).
[Note: GAME USES EXTERNAL ASSETS NOT MADE BY US, they are made by other great artists/sound-designers/programmers, refer to the credits section below please for more information].
About 1 month for pre-production and 1 month for production. Total project work-time was about two months for what you see in this game.
HOW TO PLAY Weapons While in the environments, the player will be able to find.
Follow cues to find objects such as candles or lights. For doors, if they are red, they are locked. Pick-ups
Ammo is limited so beware on each level on how you use it. You will face about five different enemies, plus a boss. There are two endings as-well. Keep track of the items you have in the UI. The UI includes: Keycards Keys Batteries Healthpacks Ammo and player health.
WASD - to move Spacebar - Jumps Left Mouse Button - Attack/Shoot Right Mouse Button - Open / Closes Doors (some require keys or keycards) E - To Use/Interact with the environment/tools - Grab and Pick up Shift - Sprint C - Crouch H - Uses Bandage (Health Packs) / Heal R - Manually reload your weapon (Revolver or Rifle) F -Turn on/off the Flashlight (obtainable on the Tunnels – Level 3) Q – Reload your Flashlight life with a battery. Escape - Pause Menu (Includes Controls too). Weapons - (obtained through the levels)
TIPS Follow the candles. These will provide either a pick-up or an objective item to progress in the game. If you are lost, look around for candles.
Level 1 and 2 require keycards and keys to open doors.
You can carry up to 3 BANDAGES – These will appear from level 1 to the end. You can carry up to 3 BATTERIES – These will start to appear after reaching level 3 (Tunnels). Most enemies take 3 shoots to kill. There is ammunition around levels 2 to 4, if you run out of ammo, explore to find more ammo or use your crowbar. BUGS
This is a school 4 individual collaborative project for an intro to game design class, content used in fair use towards EDUCATIONAL PURPOSES, not for sale.
Thank you. Credits list is included below.
[Note: GAME USES EXTERNAL ASSETS NOT MADE BY US, they are made by other great artists/sound-designers/programmers, refer to the credits section below please for more information].
Ending 1 Ideas Jesus F. A. (Xiuocelotzin)
3D MODELS ProjectModel3D
Farkas-Desnesgergo
Giiman
MeshManglers
Slavamal2003
Vasfi-b
Xhable
Yakutza
Batuhaonzer52
CarlCreaters
Farhanishraq101
Groch
JohnyT
Ju08693
LagoMenta
Matoteos
VIS-Games
Yeaaa-artist
MSabir924
SOUND EFFECTS Alanmcki
Bolkmar
Dredile
ERH
FlatHill
FreeMaster2
Fusarof
Giddster
iamslenderman
InspectorJ
Klankbleeld
Nichols8917
Qubodup
Zeinel
Gabisarceni
Hybrid_V
Officialfourge
Yonderwish
Rucisko
Deleted_user_3544904
Lennyboy
MLGProPlayer
Ramstush
Timbre
A23spyro
Airborne80
Aleks41
Alonsotm
Argioth
BodyRecordings
BrainCalm
Ckvoiceover
Cormi
CosmicD
Cylon8472
EflexMusic
EpicDude959
Erokia
FoolBoyMedia
Funnyman850
Greenlinker
HorrorAudio
Incardine
Joshaaitken
Justkiddink
Litruv
MadamVicious
MaxDemianAGL
MegaBlasterRecordings
Michalwa2003
MorganPurkis
PaceSmith
Podenecromaniac
Ramston
Reacthor
RICHERlandTV
Robinhood76
Serithi
Setuniman
SoundFlakes
SoundsScalpel
Stephen Rippy
David Rippy
Kevin McMullan
People Can Fly
SuburbanWizard
Terry93D
ThefitzyG
Toiletrolltube
Tristan_Lohengrin
Tytops
Vartioh
Yyeaaa-artist
UNREAL 4 PACKAGES USED – By Engine Name – Full Credit/s to their respective Authors AnimStarterPack
Construction_VOL2
EnvironmentPack3
FPS_Weapons_Bundle
FPSAssets
FreeFurniturePack
GoodSky
GT_Free2018
HorrorEngine
IndustryPropsPack6
InfinityBladeEffects
InfinityBladeFireLands
InteractiveLights
LightProfilePack
M5VFXVOL2
ModularBuildingSet
NecrosUtilityMatPack
Particles_Wind_Control_System
PhotoR_Backgrounds
ProceduralNaturePack
SoulCity Thanks for playing!
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