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The Departed

Overview

'The Departed' is a horror game set in a world where supernatural and paranormal activity frequently occurs. In the game, the player will explore a variety of locations, including cemeteries and haunted houses, to exorcise phantoms and restore balance to the natural order. For three months, I worked alongside other game development students, using Unity, Visual Studio and GitHub, for version control, to create our game.

Current Game Features

  • One functional level
  • Players can freely explore the environment and complete mandatory objectives
  • A working inventory system for item management, allowing the player to select and use gathered items
  • A functional heads-up display (HUD)
  • An enemy AI that detects, chases or flees from the player character
  • A torch mechanic, allowing the player character to emit a light from their torch, which can deter the enemy AI away

My Contributions

  • Scripted the enemy AI's finite state machine (FSM)
  • Designed, animated and scripted the HUD
  • Developed the torch mechanic
  • Developed the inventory system
  • Developed the level manager and objectives

Team Members

  • Alfie Oatley - Level designer, GUI designer snd programmer
  • Kingsly Coke - GUI designer and programmer

Tools & Languages

Tools

  • Unity
  • Visual Studio
  • GitHub
  • Procreate
  • Figma

Languages

  • C#

Media

UI Designs

Battery Power Bar Battery Power Bar

Designs for the Battery Power Bar, which I created in Procreate.

Battery Power Bar Battery Power Bar

Design of the Stamina Bar, which I created in Procreate.



Gameplay

Gameplay Captured image demonstrating the HUD, inventory system, level objectives and torch mechanic.

Video

Watch the Video

Reflection

This was the first time I developed a 3D game in Unity. Whilst working on our game, I was able to develop a variety of transferable skills, including teamwork and leadership, and impeove my understanding of the C# programming language. One of the most rewarding aspects of working on 'The Departed' was incorporating the torch mechanic and the enemy's FSM, which was a challenging yet rewarding experience. I am pleased that I was able to implement torch the mechanic into our prototype, as it provided a way of evoking tension within the player and encouraged the use of strategy.

Used Assets & Creditation

Disclaimer: The prototype was developed for educational and portfolio purposes only. To my knowledge, all third-party assets used and their creators have been listed, with appropriate credit being given to the creators for their work. I do not claim any ownership of any third-party assets used. If there are any issues regarding the use of these assets or the credits, please contact me.

3D Models and Environments

Textures & Skyboxes

Sounds

VFX

Fonts

  • Scarekrowz Font — By deedeetype, licensed under Freeware
  • Tomatoes Font — By Billy Argel Fonts, licensed under Freeware, Non-Commercial

Releases

No releases published

Packages

 
 
 

Contributors