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psychoticgamedev's Introduction

PsychoticGameDev

Psychotic Horror Game Development for Unity

Focus: The focus of this game is to present AI in a horror scenario that will draw the player into the experience moreso than a few simple jump scares would. By placing the AI as the villain or adversary in such a situation we beleive that the player will become more immersed in gameplay and therefore have an enhanced sensation of fear when coming face to face with a seemingly smart and deadly opponent who is trying to kill and/or scare the crap out of them. It should also be noted that this is for a school project so the overall scope of the game will remain very small and self contained. There will only be one level to showcase our AI's behavioral and pathfinding skills, so the goal is to optimize these to the fullest in the short amount of time that we have (2 and a half months). Afterwards there is a good chance that this will be expanded upon moreso in the future with possible Oculus Rift support and enhanced AI techniques added. Gameplay: The gameplay should revolve around leaving the player in a helpless situation whos only option is to make it from point A to point B to escape from a crazed maniac stalking him through some abandoned apartments. To emphasize this feeling of helplessness the player will have only a simple flashlight that will gradually run out of batteries the more he uses it. The only option for surviving this game is to actively seek hiding spots throughout the level upon hearing or seeing the enemy approach you. The overall game environment will be contained within an abandoned apartment complex fill with small dark claustrophobic spaces. The player will have a small amount of regenerating health should he make it through an encounter with the enemy and manage to escape. Hiding spaces may be interactable objects like closets, hidden rooms, or overturned props throughout the level.

psychoticgamedev's People

Contributors

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Watchers

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psychoticgamedev's Issues

Updating Issues

I know you were having this problem yesterday. Desktop client doesn't appear to update anything until you actually sync. No way to tell if game has been updated until you sync or check from the website.
4nfet

layout idea 1

basic layout

green diagonals = doors
blue shit = destroyed wall
black rooms = bad
yellow horizontals = stairs
green dot = player spawn
dark red dot = AI spawn

This is just an idea for the first floor. We could make improvements as we go. I have tried to keep the symmetry relatively similar so the player feels lost in rows of rooms that are not distinctive. Upon exploring the map the player will find that there are unique areas and will eventually be able to orient themselves. The player starts with the option to run outside (we can either discourage this with a sign or note or something or just let them die) so they learn that they need to use the building to their advantage. The AI is positioned to block they player from entering the main lobby immediately, but they will be able to see it. Most people are going to flock to open areas, so they will feel compelled to explore the right wing and then make their way towards the lobby when the AI follows them. Then they will dick around in the left wing and that will probably be where the demo ends. When we continue they will instead make their way up the stairs. Like I said earlier we dont have to restrict the player from going outside we just need to have absolutely no obstacles out there so the AI will inevitably kill them if they try to just run away from the building. Basically so leaving the building is the equivalent to going into a dead end room.

Baked shadows

When I'm trying to select Baked shadows mode (makes shadows look more realistic) instead of real-time processing, the whole directional light is not seen (turned off?)
image
144338849787_kiss

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