Stuck in a room with no escape, you must complete all your chores before the timer runs out. But beware, a giant grotesque baby monster is hunting you down!
Overseeing the project meant I was largely responsible for coordinating meetings, organizing/assigning tasks, and conducting playtest. We would meet weekly using Discord and keep track and update through Trello.
Character Controller
What I prioritized with our character controller was modifying it so that it could include an interaction system. The interaction system itself served to help the player picking up object, but also with the hiding mechanic. As with Horror Games we wanted the player to be able to run and hide from the enemy.
Baby Enemy AI
Designed and Implemented the Enemy AI State Machine to Patrol and Chase the player on sight. To create a sense of eeriness and fear I intentionally made it where the baby would wail on when the player is close by as an audio clue to hide. Even including a jump scare that's triggered when the player is caught.
Toy Spawning System
I designed and scripted the Random Toy Spawning mechanics to create more variety in each session. As the overall objective is to find all the toys on time, I wanted players to start consider the risk of exploring more of the area and if the Enemy Baby AI.
Post Processing & Lighting
Taking inspiration form other horror games, I was aiming to create a sense of abandonment and familiarity with the lighting. As I quite new with post-processing I experimented till I got a feel that what best fits this setting is thick dark fog alongside with dim lighting. As to warp the sense of direction of the player and having them to make a mental map in their head.