Abyss
3D survival game built in Java and Muzzle
Abyss was a group capstone project for my senior year C++ course. Despite the class being called "C++", we were actually allowed to use any tech stack of our chosing. As I have done all of my class projects with the same group over 3 years, we had developed a large codebase of utilities and components to develop games with in Java.
Thus, we decided to continue using Java and Muzzle for Abyss. Before development could start, Muzzle required a pretty large rewrite of its "Shader Pipeline" API into a far more flexiable "Graphics Pipeline" API. This API is what the Abyss 3D renderer is built on top of.
Unlike Green Ridge Forest this was a true 3D renderer, supporting model loading and basic sky-lighting. The game is rendered at a low-resolution and then upscaled, quantized, and dithered to create a retro PS1-style look.
All the assets are also similarly low-resolution and low-poly to fit the asthetics of the era. Our art-style was heavily inspired by the game Easy Delivery Co. The game would recieve a 103%
final grade and win the student-voted "Game of the Year" award, along as begin awarded with the teacher-selected "Legendary Project" status.