This project uses the popular procedural terrain generator known as Gaia for all levels used into the game. Gaia enables the project to have a realistic, vast setting to make the game more enjoyable and believable for players. Not only that, but it saves the developers a lot of work.
(Check out more at https://www.procedural-worlds.com/products/indie/gaia/)
3D modeling is used for a more custom experience with care given to detail. Blender was the most effective option to craft items such as control panels and disc players, while enabling high-quality, material-specific textures to help paint the underwater caverns.
The main development engine that powers Into the Abyss is Unity. It's drag-and-drop UI removes a lot of drag of designing levels. Dozens of animations are timed and created with Unity's excellent animation controllers. C# scripts written to track submarine health, give monsters AI and manage voice acting files are also integrated with the easy-to-use graphical system of Unity. This project is dependent on C# and it's many scripts to keep the Into the Abyss playing like a proper game
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