top of page

Scripting

Scripting was extremely important for this project. If the survival challenge should be acceptable and fun. Every feature from the reference game was planned to be reused with a bit of extras to make my own experience.

Example script of one of the enemies being told to look at the player after every action.

StevenRotateScript.JPG

Interactable Environment

Some key elements I achieved regarding the doors below.

  • Open

  • Close

  • Sound

  • Enemies can open them

  • Randomly opens/closes

Openable Door

Slider Door

Some key elements I achieved regarding the Wardrobe Doors below.

  • Open

  • Close

  • Sound

  • Enemies can open them

  • Randomly opens/closes

Lightswitch

Some key elements I achieved regarding the Light switches below.

  • Turn on light

  • Turn off light

  • Sound

  • Enemies can turn off the light

  • Can intensely blink 

Enemies 

Steven

Steven, this is the first doll/enemy you will be introduced too. This enemy is designed to keep the player alert and temporary force attention. If you don't look at Steven, he will teleport closer and closer until arms reach and kill you. Which is why managing Steven is a primary key component too survival.

Some key features I achieved regarding Steven below.

  • Stands still if seen

  • Teleport towards player if not seen

  • Has 6 unique stances after teleport

  • Sounds for spawn, teleport, death.

Albert

Albert, The most tricky doll to balance. On the other hand, this monstrosity was created to force the player to move around the house. When you start hearing a music box, that means it is time to move. This signals a timer, once the music stop Albert will awaken anger and kill the player. On the other hand as the player you can easily avoid death by listening for the source and turning off the music box.

Some key features I achieved regarding Albert below.

  • Spawns together with music box 

  • Moves towards the music box until the music stops, then he runs towards the player and kill him.

  • Music box can be turned off to get rid of Albert.

Misty

Misty, friendly but don't make her mad. As my creativity was blooming, I had this idea of creating a enemy that didn't tell you what to do. But you had to respect their presence or be greatly punished. Misty was designed to take away momentary core features for the player like, flashlight, sprint and hearing. For a short moment you will be vulnerable by the others. 

Some key features I achieved regarding Misty below.

  • Follows the player

  • Only kills the player if flashlight is on or if sprint is used. 

  • Giggles, makes it hard to hear other dolls spawn sound.

The Demon

Sityr, The final boss. As the game progress, you will eventually come across Sityr, this enemy chase the player. Spawns at random location in the house, then moves towards the player. But he won't start running until the player have been seen. The key to defeating this boss is as follows. run, the player has a tiny bit more movespeed. It sounds easy on paper but once the others come into the picture quite a challenge of decision making appear. This has often led towards, priceless adrenaline kicking moments where this enemy spawns in and you are already dealing with another enemy.

Some key features I achieved regarding Sityr below.

  • Spawns randomly in the house.

  • Once seen the player it speeds up and chases the player.

  • Take advantage of the environment while running.

made with Unreal Engine.

Watch Some More

Gameplay

More Detail

Trailer

bottom of page