Eternal Dusk Demo

Eternal Dusk Demo

You play as Ashlynn who controls the reality of the world around her with the use of her special lantern. Any area that is not illuminated by the lantern's light or another light source becomes filled with darkness. Her evil brother Morphus has taken control of the dream world, darkening the lamp posts and scattering the fireflies so that dreamers will be susceptible to his nightmares. Your goal as Ashlynn is to rescue the fireflies and restore light to the dream world, but watch out for Morphus' evil minions who will attempt to prevent you from relighting the lamp posts that protect people's dreams

Text file description:

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Start Instructions
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1. Run UDKInstall-EternalDusk.exe
2. Launch 'EternalDusk\Binaries\Win32\UDK.exe -seekfreeloading' (same as menu shortcut, -log to see console output)
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Game Description
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You play as a dream master who can control the reality of the world around her through illumination. She carries a lantern which she can turn on and off and when ever part of the dream world is not illuminated by any light it disappears. Her evil brother has taken control of the dream world darkening the lampposts and scattering the fireflies so that people will be susceptible to his nightmares. The Dream master's goal is to travel through the dream world relighting the lamp posts that protect peoples dreams by collecting the scattered fireflies that power them.
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Controls
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W - run forward
A - strafe left
S - run back
D - strafe right
space - jump
hold right click - turn off lantern
release right click - turn on lantern
E - use/light lamppost lantern and turn off messages
mouse move - look
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Tips
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- Try not to press against the wall when trying to jump through it.
- Illuminated grass and flowers will stop you from falling.
- There is a secret room in the level.
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Credits
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Eternal Dusk was created by Infinity Studios (Team08 Queensland University of Technology 2010) with Unreal Development Kit (July Beta) ****://www.udk.com/ . All rights reserved.
Tegan Barry - Producer, interface design, marketing
Jay Karhunen - Designer, musician and lead writer
Stefan Watts - Gameplay/Level designer, audio design
Dustin Wilson - Environment modeller
Daniel Kim - Modeler and 2D artist
Nathan Turner - Programmer
James Roberts - Sound technician
Thanks to the following people who provided tutorials:
- James Tan - ****://www.theballthegame.com/tutorialudk.htm
- ****://noexp.wordpress.com/copypasta-uscript-actionscript/
- xnasorcerer - ****://forums.epicgames.com/showpost.php?p=27131929&postcount=5
- glynnsmith for gold effect - ****://www.game-artist.net/forums/support-tech-discussion/12092-believable-gold-material-realtime.html#post110749
- Piranhi for dissolve effect - ****://piranhi.com/tutorials/dissolve-effect/
- Allar for the menu - ****://forecourse.com/unreal-tutorials/
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Changelog
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Week 13 Milestone (21 October 2010):
- added different sounds
- created new menu with credits and controls screen
Week 12 (14 October 2010):
- added player health regeneration
- bsp stairs replaced by static meshes
- walls added to last area
Week 11 (7 October 2010):
- added animated loading menu
- changed green beam to blue
- fixed pickup positions
Week 10 (23 September 2010):
- added dissolve effect when enemy dies
- changed gun to beam
- fixed enemy with gun bug
- stopped enemy attacking when the dissolve effect is playing
- reduced number of enemies in the last part
Week 9 (16 September 2010):
- remade Ashlynn model and animations
- added collectables
- added end scene
- changed lamppost material to gold
Week 8 Milestone (9 September 2010):
- added time dilated jump
- remade level
- added enemy music
- improved HUD graphics
- removed firefly lamppost experiment
- made enemy slower
- removed the intro movie until its polished
- removed duplicate player bug
- changed the loading screen to black
- automatically respawns on death
Week 7 (2 September 2010):
- added pots
- added extra lamppost checkpoint
- changed lumi text
Week 6 (26 August 2010):
- Added effect sounds
- Toggle the lantern light materials
- Prototype for improved Lumi text
- Added firefly counter
- Testing of new materials
- Added menu music
Semester 2 Week 4 Milestone (August 12 2010):
- Added enemy which follows the player to attack
- Have Lumi fly next to player
- The player can shoot the enemies with the bracelet
- Added Lumi text
- Added flowers
- Upgraded UDK to August Build
- Remade first level
- Added intro movie
- Added game music
- Implemented checkpoints spawning at the last lit lamppost
- Added simple menu
Semester 1 Prototype (19 May 2010):
- Player can move avatar using keyboard and mouse
- Lightning clouds will reset the player if touched
- Player can jump on moving platforms to progress forward
- Weak floor cumbles when player jumps on it
- Firefiles are used to light the lamp posts
- The player collects fireflies
- Allow the player to toggle lantern light
- Allows the player to move through unlit objects
- Allow writing on the walls
- Player restarts level on falling past level bounds

File information

File name: EternalDuskPublicRelease.zip

File size: 206.2 MB

Mime type: text/plain; charset=unknown-8bit compressed-encoding=application/zip; charset=binary