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README.txt
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README.txt
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Sofia Landeta, Omar Flores, Yazmin Reyes: Ghostibles
Our Design
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We created a Victorian mansion-inspired haunted house that has lurking
lost ghosts with gems to collect. It has an overall dark earth toned theme
to add to the atmosphere’s eeriness. We wanted the ghosts to be
threatening so they have more scary features in a disheveled home.
The main player must navigate through the moving ghosts and relentless
boss in order to collect the gems.
3D Physics
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- Hinge door when entering
This primarily serves as an introductory scene to prepare the player for
the level that they are about to endure. You are able to swing it open
to first introduce yourself to the home and use the game mechanics.
- Particle system fireplace
The fireplace was added into the living space area to indicate that
though the home is not inhabited by human life, it is not empty. The
home is instead occupied by others and lets the main player know they
are not alone.
- Collider with Ghost “Field of View”
There is an invisible plane that is attached to the Ghost character.
Its main purpose is to serve the gameplay. When the main player collides
with its plane collider, this will indicate to the ghost that the player
is in reach of attacking and to trigger the chase.
Lights
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- Fire in fireplace
This provides warmth to the grimly themed home. If going toward the
light, it could also potentially play as a trap to any upcoming
traveling ghosts.
- Indoor wall lights
This provides warmth to the grimly themed home. It also adds to the idea
that although the home appears vacant of human life, it is not empty.
Different utilities like lights are being utilized by the ghost
inhabitants.
- Candle light
This provides warmth to the grimly themed home. It also adds to the idea
that although the home appears vacant of human life, it is not empty.
Sounds
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- Ghost hunter shooting
This confirms to the player that the shoot attack they utilized did
occur by playing a gun shot sound.
- Ghost hunter playing music
This confirms to the player that the music attack they utilized did
occur by playing music.
- Ghost scream
To add onto the atmosphere’s overall feeling of uneasiness, screams
were added when a player is nearby a ghost.
- Door sound
This is to confirm to the player that they will be entering the level
and be introduced to the inhabitants.
Textures
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Textures are utilized throughout the entire map in order to fit the
Victorian mansion aesthetic. We highlight the following:
- Walls
The walls are decorated with a dark green texture. This texture largely
contributes to the bleak atmosphere to emphasize the threat of the
ghosts that exist in the space.
- Rugs
The rugs have a variety of textures that match the Victorian style
decor. They provide potential paths to the player to follow in order to
move closer in collecting the gems and to navigate the layout of the
level.
- Gem & Ammunition
Both these items have a vibrant texture in comparison to the rest of the
home. This is to clearly indicate to the player that these items should
stand out and to go towards them. This will either increase the score
or increase the amount of bullets the player has.
AI Techniques
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- Finite State Machine in Ghost (Yazmin):
The FSM within the game primarily applies to the normal level ghosts.
There is an idle state, an attack state, and a stun state. These states
are triggered based off the actions of the player: they are within the
field of view of the ghost, they choose to stun the ghost.
- Waypoints in Ghost (Sofia):
The waypoints on the map are for the normal level ghosts to patrol the
home. They are not prone to one area but all of them are protective of
all parts in the home. This becomes an obstacle for the player to not
be seen by patrolling ghosts.
- Navmesh in Boss (Omar):
Once a gem is collected, the boss level ghost appears on the map. His
only goal is to destroy you, so he will continue to chase after you
until you defeat him. This is achieved by the boss level ghost to have
knowledge of the map
Mecanim
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Ghost hunter (Amy):
- Idle (Yazmin)
This notifies the player of the waiting state.
- Turn Left (Sofia)
This notifies the player of the turning state.
- Turn Right (Sofia)
This notifies the player of the turning state.
- Shoot (Yazmin)
This notifies the player of the shooting attack.
- Play Music (Yazmin)
This notifies the player of the music attack.
Ghost:
- Idle (Yazmin)
This notifies the player of the waiting state. The position is
confrontational.
- Attack (Yazmin)
This notifies the player of the attack state. The animation is
aggressive and clearly indicates to the player that they are not wanted.
- Stun (Yazmin)
This notifies the player of the stunned state.
Boss:
- Idle (Omar)
This notifies the player of the waiting state.
- Walk (Omar)
This notifies the player of the walking state. The character has a limp
and is larger than the other characters. He poses more of a threat.