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title: Night of Horror
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---
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# Game Design Document
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## Introduction
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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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* 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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- **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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+ 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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+ 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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+ 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 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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+ 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 patrol and pursuit animations and subsequent plans to add personalized behaviors and more visual effects to the monsters.
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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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* 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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* 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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+ 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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* **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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+ 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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