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---
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---
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title: Night of Horror
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title: Night of Horror
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---
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---
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# Game Design Document
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# Game Design Document
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## Introduction
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- **Basic concept of the game**:
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* Horror Night is a 3D first-person survival escape game. Players search for crystals as a way to escape from a dangerous hotel while avoiding patrolling monsters. Random monster patrols, dynamic pursuit mechanics, and tense game rhythm are combined to provide players with deep immersion and strategic challenges.
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- **Document structure**
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1. Game overview and gameplay instructions
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2. Detailed design
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- Core Mechanics
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- Game Resources
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- User Interface
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3. Pre-production implementation details
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4. Game design reflections and improvement suggestions
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5. Appendix
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## Game overview and gameplay instructions
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- **Game Name**: Night of Horror
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- **Game Type**: 3D First-person Perspective Survival Game
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- **Platform**: PC
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- **Game Concept**:
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* Players wake up in a mysterious hotel and are asked to find a hidden crystal and take it to the elevator to escape. In the process, players need to avoid patrols and pursuits by monsters while using the terrain in the hotel to find the best escape route.
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- **Game Audience**:
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* Suitable for core players who like thrilling survival adventure games, recommended age 18 years and above.
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- **Game selling points**:
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1. Dynamic Monster AI: Adjust the capture strategy according to the game process to increase unpredictability and challenge.
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2. Random scenes and goals: The location of the crystal may be different in each game, enhancing the playability of the game.
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3. Combination of strategy and operation: players are required to make quick decisions and plan routes, which tests the player's reaction speed and environmental judgment ability.
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- **Gameplay**:
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* Players explore the hotel floors without alarming the monsters. After finding the randomly generated crystals, they need to reach the elevator as quickly as possible to escape. When holding the crystal, the monster will track the player in real-time, further increasing the difficulty. The open rooms in the scene provide players with shelter and detours to avoid pursuit.
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- **Game Goal**:
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* Short-term goal: Find the crystal and avoid being discovered by monsters.
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* Long-term goal: Get to the elevator with the crystal and successfully escape from the hotel.
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## Detailed design
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### Core Mechanics
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- **Monster Behavior**
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* Spawning and Patrolling
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+ Monsters spawn at specific empty object locations at the start of the game and then patrol in random paths.
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* **Pursuit Logic**
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+ When patrolling, the monster will detect the player based on its field of view, and once it finds the player, it will enter the pursuit mode. In pursuit mode, the monster will update the target to the player's current position in real-time. If the player enters the room or leaves the monster's field of view, the monster will stop chasing and return to patrol.
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* **Dynamic Tracking**
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+ After the player picks up a crystal, the monster will obtain the player's real-time location and greatly increase the pursuit speed, forcing the player to complete the goal as soon as possible.
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- **Room Mechanics**
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* Safe Points
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+ The rooms opened in the hotel can be used as safe points to help players make monsters lose their targets when being chased (currently only effective before obtaining the crystal)
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* Detour Road
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+ Multiple connected rooms can be used as detours for players to escape from monster pursuit.
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- **Crystal Generation**
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* Crystals are randomly generated in a specific set of locations within the scene. The locations may be different in each game, which increases the fun and tension of exploration.
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### Game Assets
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- **Scene**
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* Modeling and Materials
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+ Use Blender to model the interior of the hotel, including corridors, rooms, elevators, etc. The material textures of the scene modeling use darker colors to make the game scene more terrifying, aiming to enhance the player's immersion.
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- **Monster**
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* Use the monster model from the Unity asset store, with basic walking (patrol) and running (chasing) animations. Subsequent plans to add personalized behaviors and more visual effects to the monster.
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- **Crystal and Elevator**
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* Crystal: As a key target prop, it has a simple luminous material to guide the player.
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* Elevator: As the only escape exit, the player needs to take the crystal to the elevator to complete the escape.
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### User Interface
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- **Main interface**
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* Includes "Start Game" and "Exit Game" options and the interface design is simple and intuitive.
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- **Death interface**
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* When the player is captured by a monster, the player's death screen is displayed, and "Restart" and "Exit Game" options are provided.
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- **Victory interface**
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* After the player successfully escapes, the victory screen is displayed, and "Restart" and "Exit Game" options are provided.
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## Pre-production implementation details
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- **Engines and Tools**
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* Game engine: Unity 3D
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* Modeling tool: Blender, used to create game scenes and core props (such as crystals).
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* Source: Get monster models from Unity Asset Store.
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- **Technical Details**
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* Random Generation
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+ Use empty objects in the scene as generation points, and implement random generation logic of crystals and monsters through scripts.
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* **Monster AI**
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+ Monster behavior is implemented based on the Unity NavMesh system, covering patrol path planning and dynamic target tracking.
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+ Monsters use state machines to achieve states in different situations, such as standby state (patrol), normal pursuit state (the player has not picked up the crystal yet), and global pursuit state (the player has picked up the crystal).
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## Game design reflections and improvement suggestions
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- **Reflection on the core concept**
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* **Player Guidance**
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+ The current version lacks obvious guidance for the target location. It is recommended to add light effects or dynamic indicators in the future to reduce the possibility of players getting lost.
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+ There is currently a lack of feedback on monsters discovering players. In the future, some chasing sound effects or icons can be appropriately added as prompts that the player has been discovered by the monster.
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* **Scene complexity**
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+ The hotel layout is relatively simple, and more connection points or unique rooms can be added to improve exploration and strategic depth.
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- **Game components that can be improved**
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* **Dynamic environment**
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+ Add more interactive elements, such as destructible doors, hidden point traps, etc. to enhance the depth of the game.
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* **Monster diversity**
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+ Add different types of monsters, each with unique skills (such as faster speed, the ability to check hidden points, etc.).
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* **Sound design**
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+ Add monster footsteps, environmental sound effects, player action sound effects, and pursuit sound effects to further enhance the horror atmosphere.
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* **Time limit**
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+ Add a clearance time limit as an additional source of tension, which can be combined with the HUD to display countdown information.
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## Appendix
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- **Inspiration and references**
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1. **Game inspiration**: Referenced from Dark Deception.
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2. **Resource**: Unity Asset Store [Free Monster Model](https://assetstore.unity.com/packages/3d/characters/creatures/demon-horror-creature-with-weapon-247792).
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- **Related design sketches**
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* Preliminary sketch of the game scene
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{width=756 height=380}
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* Detailed design sketch of the scene
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{width=524 height=492}
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* Screenshot of the current game scene
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{width=470 height=468}
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- **Consent Form for Playtesting**
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{width=710 height=478}
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{width=710 height=470}
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{width=712 height=458}
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{width=708 height=450}
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{width=713 height=461}
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{width=716 height=461}
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{width=710 height=461}
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{width=716 height=455}
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{width=713 height=454}
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{width=713 height=462}
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# Game Testing
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# Game Testing
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