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中文
← games
Unity 2022.32024

Descent Into Madness

A published university team project with procedural dungeons, three classes, sanity pressure, bosses, loot, and a playable WebGL build.

Role
Four-person university game-development project; contributor to the shared Unity/C# implementation, integration, testing, and published build.
Platforms
WebGLWindowsitch.io
Links
Play on itch.ioSource
Descent Into Madness gameplay in a procedural pixel-art dungeon

What it looks like

What it looks like

  • Class selectionThree starting classes change the player's combat profile before the five-floor run begins.
  • Dungeon runThe released build combines procedural rooms, ranged combat, sanity pressure, loot, and minimap navigation.

Design pillars

What this game is about

  1. 01Procedural progression across five dungeon levels
  2. 02Three classes, ranged combat, loot, and bosses
  3. 03Sanity pressure and fast-travel exploration
  4. 04A playable v1.0.2 WebGL release

Engineering

Engineering

  1. Process 01

    Give a procedural run a fixed dramatic arc

    Context
    Random rooms alone did not create a readable beginning, escalation, and finish.
    Approach
    Structure generation, difficulty, loot, and bosses across five increasingly demanding floors.
    Outcome
    Runs have a clear shape, while each floor must be balanced across three starting classes.
  2. Process 02

    Use sanity as pressure, not decoration

    Context
    Health represented combat danger but did not support the psychological-horror premise between encounters.
    Approach
    Track sanity as a second survival pressure tied to exploration and progression.
    Outcome
    The theme affects play, but the compact HUD has to communicate two failure systems clearly.
“

Outcome

A shipped four-person university prototype with a public WebGL build and complete Unity source.

Postmortem

Build notes

The project taught the less glamorous half of team game development: integrating many shared systems, balancing procedural pressure, and preserving a build that another person can understand. Its scope and asset licenses are documented plainly because it is a student prototype, not a solo commercial title.

Design notes

Working notes

  • Roughly 150 C# scripts divide procedural generation, movement, combat, enemies, UI, audio, and interactive props.
  • Five escalating levels combine class-based combat, loot, bosses, sanity, minimap fast travel, and A*-based enemy line of sight.
  • The v1.0.2 itch.io build is an educational prototype using third-party art and audio, not a commercial release.
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Crafted since 2024
ZhenXiao Mark YuZhenXiao Mark Yu
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