A downloadable game

A lonesome adventurer, awaken inside of an ancient labyrinthine-style dungeon. The only thing you remember is a monster that likely awaits you at its end. With nothing in your possession, you must navigate your way through enemy-filled rooms and corridors to find weapons and treasures to aid you in your escape. Luckily for you, some poor adventurers must have left their equipment behind in the chests located throughout the dungeon. Acquire firearms to fend off evil monsters and undead in an attempt to reach the exit and survive. But beware, the monster waiting at the end of the dungeon remembers you too.

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Controls:

Movement: WASD

Jump - Space 

Select Weapon - Number Keys 1-5

Left Mouse Click - Fire Gun

Right Mouse Click - Scope In

Press and Hold Space on Wall - Wall Ride

Use these controls to help you navigate throughout the dungeon and aid you in fending off for yourself.

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Post Mortem:

What Went Right? As a team we were very committed to the original idea that we had and successfully ended up with a final product that we envisioned with only a few minor details changed. The team was overwhelmed with satisfaction when the end product was accomplished.

What Went Wrong? Our team struggled the most with scheduling, it was very difficult for us to find a time to work together as we often had different availability. Another setback we faced was with GitHub. We would have difficulties merging branches and would lose progress.

How We Fixed It:  With these setbacks we found solutions to these problems with communication, team members often communicated their updates through Discord to make sure no one was in the dark. For out GitHub difficulties, we solved this by deciding to work on one branch at a time. We would communicate with each other when we would work on the branch so that no one else would work on it during this time to avoid any issues and then communicate when we were done working to give the opportunity for another team member to work on it.

What We Learned From This: The most important detail that we grasped was the importance of communication as a team. In the beginning it was hard to figure out where to start, but once we did, we were able to work on it at a gradual pace. Respectively we also reinforced our abilities in our areas such as level design, programming, art and sound.

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Daniel Levinthal (Co-Producer/Level Designer): 

Daniel will be the main level designer/producer for the game. He is a third-year computer science major possessing a plethora of game design knowledge gained through watching informational videos and previous enrollment in game development courses. He has experience with coding in both C and Java, as well as a background in art through various outside courses. His contribution to the team will be locating or creating all necessary art assets and assembling the level environment together. He will also assist the programmers with code throughout the development process to ensure that development stays on schedule. 

 Shaohang Song (Co-Producer/Character Designer):

Shaohang will be the secondary designer/producer for the game.  As a computing informatics major (was computer science) student, he has enough experience to perfect the interaction between players and the game. With his art background, he knows how to make the UI of the game look organized and user-oriented. The variety of gameplay types forms the foundation to be a good game designer. His contribution to the team will be creating the game characters such as the main player, and enemies, and connecting them with scripts to make a complete game experience. Moreover, creating a suitable UI for the game and various functions on the UI.

Francisco Valdez (Programmer):

Francisco will be the main programmer for the game. With sufficient programming background and game experience, he can easily complete most of the challenging code features and has the ability to debug. His contribution to the team will be writing programs that satisfy the requirements of the game. Completing the scripts function between game objects and users. The scope of scripts contains UI, enemy functions, and HUD programming.

Zachary Lund “That’s mama Luigi to you Mario” (Co-Co-Producer/Programmer):

Zachary will be the secondary programmer for the game. As a comprehensive game designer, he has a good understanding of all aspects and can work in a variety of teams. As an audio game producer before, he knows how to put things together in games. His contribution to the team will be supporting Francisco to complete and debug the required script and supporting Cole to figure out the audio problems if needed. And finish some parts of the scripts. The scope of scripts contains character functions, game controls   

Cole ( Lead Sound, music):

Cole will be the lead sound designer for the game. As a sound designer, he understands how to work with sounds and edit them to fit the game’s tone and visuals. With a background as a sound designer and a wide array of game knowledge, he will know what sounds will fit best with the game. His contribution will be to produce and edit a majority of the sounds in the game. This includes movement sounds, attack sounds, damage sounds, death sounds, etc. Additionally, he will provide the music for the game, which are background music, combat music, and boss music. 



Download

Download
Road To Survival.zip 195 MB

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