This was a fun chance to test out procedural world building, in a horror maze game (with sound this time). Final coding and gameplay by yours truly:
Play Horror Maze Prototype
FEATURES
Procedural World Building
At the start of each level a new maze is made, constructed from a series of room-prefabs, filled with a series of room-content-prefabs, and laid out so that:
- All doorways align and all outermost edges are solid walls.
- There are many more doorways near the centre (spawn) and more dead ends further out.
- One chest appears near the centre and a few keys appear further out.
- Each room has a chance of either slowing the player or spawning ghosts, chances based on room-content.
- The NavMesh for enemy pathfinding is updated for these rooms with these contents, for the sake of…
Pathfinding
This was something had never done before but turned out to be infinitely less of a nightmare than expected (thanks mainly to Unity doing the heavy lifting).
Pathfinding was researched and made fully operational by current AIE Games students Jesse Killkelly-Munro, McMouny Heng and Peter Boutros, and then implemented into the procedural maze builder by yours truly. The pathfinding is based on Unity’s NavMesh system (with NavMesh carvers included in the prefabs) to give basic enemy pathfinding around the procedural maze and it’s content. Added to my list of ‘thing’s to make tutorials on ASAP.’
Planned Features
The procedural generation was the main thing I was happy with, and am looking forward to taking much further, using it next to randomly build and place content around a house for a ‘haunted house’ game. The plan is to take the system of random room and content generation, and make it work to create a randomised layout for a two storey house, placing furniture and rooms in locations that are natural, but slightly different for every playthrough. Should be a fun challenge.
Full Attributions
Original concept, enemy models and animations by Jacob Clerke.
GUI elements by Kirby Hodgson
Sounds sourced by Jesse Killkelly-Munro and Tristian Blake
Prop models and textures by Chris Park and Tristian Blake
Room textures by Tristian Blake
Set dressing by Tristian Blake
Coding and gameplay prototyping by Jesse Killkelly-Munro, McMouny Heng and Peter Boutros
Coding and gameplay (final) by Lex Wills
Sound Attributions
All located by Jesse Killkelly-Munro and selected by Tristian Blake
Chest Locked, 'Door Locked Sound Effect 1' by SoundJay.com
Chest Unlocked, 'Door Locked Sound Effect 2' by SoundJay.com
Key Pickup Sound, 'Desk Bell' by Stuart Duffield
All sound effects used in a not-for-profit capacity.
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