Aphotic Ascent is a 2D Platformer/Explorer. Hundreds of years ago a great evil was tapped underground by a pious society of monks. In order to keep this threat in check the monks build a monastery on top of the entrance to the underground cave making sure that there is always light keeping the living shadows at bay. However the evil finds a way around and eliminates almost the entire order of monks.
You play as the sole surviving monk and equipped only with a blessed lantern you must fight the evil forces blocking your path and journey to the bottom of the caverns beneath the monastery to bind the evil before it can escape into the world.Blocked by impassable shadows and the minions of the dark the player has to fight these off with the light from his lantern. Shadows ebb away as light shines on them allowing the player to avoid them or walk on it. Even enemies get hurt and pushed back by the lantern's glow. The light in the lantern can be shine in three modes; cone reflects the light into an expanding beam, useful for pushing back shadows and enemies, spherical bathes the player evenly in light best for keeping enemies from any angle at bay but not very damaging, and beam concentrates the light too almost a laser like degree capable of quickly eliminating a single enemy. By burning the lanterns fuel faster than it can restore the lantern can be focused to be more intense to push the shadows back and hurt enemies faster. Player can also shoot lobs of pure light that will attach to enemies and walls to light activate a light sensitive switch where the player can't reach.
Protecting the darkness are multiple types of enemies that might attack the player directly, wait until the player is not protected by the light and might ignore the player directly and snuff out sources of light. The player must remove these enemies from his path before continuing on his quest.
The player goes though multiple levels, going deeper and deeper into the dark caverns. The player must activate light crystals along the way to bring back the barriers holding the evil back. At the bottom of the cave is the primary light crystal that once relight will finally stop the forces of the shadows.Team:
Andrew Sudangnoi: Producer and gameplay programmer
Micheal Kellogg: Architechture programmer
Alex Flavall: Graphics programmer
William Jacobs: Game play and physics programmer
Jared Lovett: Tools programmer
Alex Kamm: Game designer
My contributions:
- Implemented all of the collision checks that could handle concave polygons (C++)
- Implemented all of the physics and collision resolution (C++)
- Created all of enemy AI using finite state machines (C++)
- Worked on the game play; light shape, light grenades, etc. (C++)
- Made the sound engine using the FMOD API (C++)
- Made the back grounds art (Photoshop)
[Download Link] (Digipen.edu)
