Created for a Game Development Course.
Link to Live Demo
NOTE: the game is not optimize and heavy and therefore might not work in the browser
Link To Video Demo
FLIP THE GREEN SWITCH TO BEGIN THE GAME
NOTE: The game is nearly unplayable because we ran out of time to refine and improve the AI
NOTE 2: Although the Web Version of the game might not run (Because of its memory requirements), if you download the zip it includes a runnable executable
- semi immersive tutorial
- immersive proximity meter (heart rate is movement speed + monster proximity)
- immersive health meter (communicated through sanity meter communicated through breathing pattern)
- immersive map that still allows for monsters to be hidden in the darkness
- immersive potental health loss or gain (communicated through sound driven light flickering)
- immersive monster behavior (sounds for transitioning between wander, chase sound, and chase sight... and sounds for exisiting within each of those states)
- immersive goal indicator [compass] (flashlight gets brighter and buzzes louder when facing the goal)
- monster AI Behavior rework (sight and sound with multiple variables)
- monster AI spawning and respawning rework (guarantee a path always exists)
- glowing monsters eyes of different colors depending on the monster chasing sound or sight
- map improvements (object scaling and placement improvements)
- heavy sound balancing (difficult given everyones hearing range and awareness in stressful situations)
- tutorial rework (slower movement during initial monster chase instead of no movement, layered sounds fix)
- jump scare feature (when the monster is in the characters flashlight range, the players sees the monster as if they were the player)
- movement speed modifies the point of view (slow = third person view <-> fast = top down view
- green glowing goal replaced with a switch with animation
- William McDonald (programming)
- Andrea Monasmith (art)
- Jose Martinez (programming)
- Javier Gonzales (art)