Christian Gonzalez

Game Summary

Cower in fear as you explore a massive museum full of huge, life-like exhibits as you are stalked by the bad, hooded man. Get caught and you will surely die, unlock the door, escape, or say goodbye!

Full Project Commit History

The Full commit History to showcase in detail all of my contributions to this project

Camera Cutscenes

During important parts of the game, cutscenes can play to help guide the player.

AI line of sight spawn

Improved the AI script so that The Bad Man can spawn in front of the player if it's out of line of sight and perform a jumpscare.

AI catch up mechanic

Improved the AI script and made The Bad Man teleport closer to the player if they are not in sight to be more of a threat on the bigger maps.

Viking Level Guiding Light

Added a light to always be present between the player and the closest point of interest in order to guide them, the intensity of it is relative to the distance of the player from that object.

Hiding Improvement

Whether the player hides successfully is dependent on line of sight, this allowed for the bad man to catch the player while hiding but this was not well communicated to the player, as a result a prompt was added to let the player know.

Stun Improvement

The Stun mechanic was improved to allow the player to hide nearby after blinding The Bad Guy.

Glowing Eyes (small epilepsy warning)

Due to the dark nature of the maps, it was sometimes hard to tell where The Bad Man was and whether he was chasing. As a result glowing red eyes were added as a way to help the player know where The Bad Man is.

Level Specific details

Made scripts specific to level information/interactions such as the flickering lights in some levels and melting ice.

Tutorial Encounter

Upon the feedback received after initial release, a first encounter was added in the museum to help the player understand how to defend themselves with the flashlight.