Design Practice Project - Group of 5 - Survival Horror Game
Gameplay Video Showcasing Gameplay Loop
This project was a survival/horror game where the player had to survive in a hotel with a shapeshifter. The game is centralized on the exploration of the hotel, where the player meets unique characters and speaks with them in order to complete quests and obtain items and trust. Trust is necessary to get specific events/avoid being killed by human NPCs.
For this project we needed to create a point-and-click game. During this project, I programmed the day cycle, created the game art/UI, wrote some narrative, and created the level and game flow. The game flow of our game transitioned to being focused on the daytime rather than the night events, which was our initial goal. There are 9 NPCs that can be spoken to and you must use your time effectively to reveal as much as possible.
Dialogue is the main way in which gameplay progresses during the day. Options that take time are indicated with a clock symbol. Once dialogue pops up the player will have a number of options to pick between that will lead to gains of trust, quests, or access to endings.
The hotel is sectioned off into a few main rooms. The 4 areas accessible during the day are the lobby, lounge, hallway and kitchen. The bedroom is used in the night for sleeping and night events. Throughout the map you can interact with many objects, which may aid with quests or clues.
Quests are a core part of the experience of our final build. Quests give the player purpose and direction throughout the game, giving them a tutorial, more excuses to interact with other characters and the world, or ways to progress the game differently.
This project had an initial concept that was scoped too highly for what our team was capable of within the time limit. Throughout milestones, many tasks were being recorded as incomplete or non-functional, which slowed down the trajectory of the project throughout. I ended up having to take up a much larger amount of work creating the functional, aesthetic, and gameplay parts of the game. Due to this being the case, many of the different parts of the game, such as UI and characters, have a very incomplete and rough feeling. I had to piece the map together as simply as possible for milestone 1 and was unable to properly expand on both the map and movement. A large portion of our game was also meant to be based on finding clues and building trust, which would make the night events more dynamic, but this core gameplay never got around to being fully implemented, leading to the night events feeling more hollow and the core game being a walking sim / visual novel.
I learned a lot about the production and development of a game and what can go wrong throughout this project. Teamwork is core to a project, and even though communication was consistent throughout the project, the game was possibly too complex for the team. Scoping is very important, and from the early milestones, we should have started cutting content that was less important for the final vision of our game, rather than what did happen, where I tried to put everything into the game, even when our game's trajectory couldn't reach the core goal. I learnt how necessary it was to have feature owners that consistently adapt features and gameplay to that of others, since having one person do multiple things in a larger project can often lead to all aspects being done at a lower level, leading to a worse overall project
This was the art used throughout the game. Most of the time and effort had to be put into functionality, leading to some rougher designs for the characters. We decided on 2D sprites in the world, so during the process I started building the sprites taller to appear better visually in the world.