Boo! A Ghastly Tale!
About
After an untimely passing, Boo the friendly ghost has returned home to finally rest peacefully . But no! To Boo's surprise, his home has a new occupant (Sally). Boo must scare her out of the house to regain his rightful property. But Sally has grown suspicious of some paranormal activities in her home and has called in an Exorcist to drive you out of your own home,
OH NO! Boo must navigate around the house, moving Sally's possessions and interacting with the house to drive her mad, but be wary! Don't get caught by the Exorcist or scare Sally so much, that she goes into cardiac arrest.
OH NO! Boo must navigate around the house, moving Sally's possessions and interacting with the house to drive her mad, but be wary! Don't get caught by the Exorcist or scare Sally so much, that she goes into cardiac arrest.
My Role |
My role during the 48-hour event was to create and implement the AI I had 2 AI Characters to create for the game this was Sally and the Exorcist.
Sally's main AI was to navigate between rooms to do this I created target points within the world and made sure that she would move to each one at random. Next was to get her to move to Boo (the player) when the player used the Boo mechanic. this would then move sally away from her critical path and send her towards the player's last location. The Exorcist AI was a lot simpler than Sally, all we needed this AI to do was constantly chase the player and attempt to remove Boo from the house. the Exorcist would also cast a massive ball of light and if Boo was within the radius when it goes off the player would lose. The second part I worked on was editing the UI and getting the menus to show up correctly depending on the situation, the win screen, the 2 loss screens one from Sally having a heart attack and the other is the exorcist banishing Boo. The pause screen giving the player the option to restart the level or quitting the game, And the main menu spawning the player into the main level. My 3rd task was to implement the animations and get them working after the animators had finished creating them, this was getting the animations for Boo, Sally and the Exorcist working within the game. |
Team Members;
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Design Considerations
A.I
The first A.I constructed was Sally. The idea behind Sally was to make her walk around the house and check to see if her belongings have been moved around by the player. She was designed to pick a random room to advance too, This design was chosen to force the player to keep moving and stop the player from just farming points from moving the same object.
One idea we had for Sally was to make her run back to her bedroom whenever she spotted Boo (Player) but when we tested this feature it was easy for the player to keep Sally trapped in one room. So I came up with the idea that when the player reached a certain score sally would be considered scared and would flee the house. This was easy to script into the original blueprint as all we needed to do was check the score and if it had reached a certain number make sally run to the front door and trigger the win condition.
The second A.I constructed for this project was the Exorcist, the idea behind the Exorcist was to chase Boo (Player) and attempt to remove the player from the house. To do this the Exorcist would conjure a ball of light and if Boo was in the vicinity of the light once it fired it would banish Boo and the player would lose the game.
Another design was to make the Exorcist always know where the player was. This was implemented to make sure the player would always keep moving around the house and stop the player from farming points in just one of the rooms. The player did have one ability and was able to lock the doors within the house and keep the Exorcist from getting in for around 10-15 seconds, This would give the player time to move some items around and turn lights off. Once the doors opened again the player should have been able to move enough and escape before Sally enters the room.
The first A.I constructed was Sally. The idea behind Sally was to make her walk around the house and check to see if her belongings have been moved around by the player. She was designed to pick a random room to advance too, This design was chosen to force the player to keep moving and stop the player from just farming points from moving the same object.
One idea we had for Sally was to make her run back to her bedroom whenever she spotted Boo (Player) but when we tested this feature it was easy for the player to keep Sally trapped in one room. So I came up with the idea that when the player reached a certain score sally would be considered scared and would flee the house. This was easy to script into the original blueprint as all we needed to do was check the score and if it had reached a certain number make sally run to the front door and trigger the win condition.
The second A.I constructed for this project was the Exorcist, the idea behind the Exorcist was to chase Boo (Player) and attempt to remove the player from the house. To do this the Exorcist would conjure a ball of light and if Boo was in the vicinity of the light once it fired it would banish Boo and the player would lose the game.
Another design was to make the Exorcist always know where the player was. This was implemented to make sure the player would always keep moving around the house and stop the player from farming points in just one of the rooms. The player did have one ability and was able to lock the doors within the house and keep the Exorcist from getting in for around 10-15 seconds, This would give the player time to move some items around and turn lights off. Once the doors opened again the player should have been able to move enough and escape before Sally enters the room.