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title: Night of Horror
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title: Night of Horror
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---
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# Game Design Document
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# Game Design Document
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[Link to Game Design Document](home/Game Design Document)
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## Introduction
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- **Basic concept of the game**:
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* Night of Horror is a 3D first-person survival escape game. Players search for crystals in a dangerous hotel to escape while avoiding patrolling monsters. The combination of randomized target locations, dynamic pursuit mechanisms, and tense game rhythm is designed 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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* The player wakes up in a mysterious hotel and is told to find a hidden crystal and take it to the elevator to escape. During the process, the player needs to avoid the patrols and pursuits of monsters, while taking advantage of the hidden spots and 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 strategies based on player behavior to increase unpredictability and challenge.
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2. Randomized scenes and goals: the location of crystals is different in each game, enhancing the replayability of the game.
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3. Combination of strategy and operation: players are required to make quick decisions and plan routes while testing their reaction speed and environmental judgment.
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- **Gameplay**:
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* Players explore the hotel floors without alerting monsters. After finding a randomly generated crystal, they need to reach the elevator as quickly as possible to escape. While 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. The number of monsters spawned in each game can be adjusted according to the difficulty.
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* **Pursuit Logic**
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+ Monsters will detect players through their field of vision when patrolling, and enter pursuit mode once they find players. In pursuit mode, monsters update their targets to the player's current location in real-time. If the player enters a hiding spot or leaves the monster's field of vision, the monster will stop chasing and return to patrolling.
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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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- **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 hotel interior, including corridors, rooms, and elevators. Material production emphasizes light and shadow effects and a horror atmosphere, 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 patrol and pursuit animations and subsequent plans to add personalized behaviors and more visual effects to the monsters.
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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 a player dies, the cause of death 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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## 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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* **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, and player action 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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* Detailed design sketch of the scene
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* Screenshot of the current game scene
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- **Consent Form for Playtesting**
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# Game Testing |
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# Game Testing |
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\ No newline at end of file |
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[Link to Game Testing](home/Game Testing) |
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\ No newline at end of file |
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