CorridorsCorridors is a first person horror game where the player is dropped into a randomly generated industrial building. It is created for a school assignment of Fontys ICT & Game Design and Technology. The goal of creating this game was to practice programming artificial intelligence.
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Video Demonstration// Video not yet captured.
// Will be updated as soon as a video is available. Download Links// Please keep in mind that this is an unfinished prototype.
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Development
This game is created using the Unity3D engine and programmed in C#, using Visual Studio. The purpose of the project was to experiment and learn programming artificial intelligence for games. The school assignment required something containing a basic AI. I decided against making it basic and created this horror experience containing randomized level generation, a custom path node system and an AI that navigates the path nodes and can detect the player. I did not create 3d models for this game, instead using the standard Unity shapes, as to save time and focus on the programming challenge.
Immersion
The game is designed to be as immersive as possible. The standard Unity controller is used, but expanded upon with the ability to sprint, head motion for breathing heavily and blurry vision when exhausted, footstep sounds and a flashlight that moves smoothly to where the player looks at. This all in a dark environment, with fitting audio for background and actions. Level Generation
The level is randomly generated each time the game is started. This also happens when the player is caught and dies. The level generation starts at a central point, being the player starting point. From there, the program works its way in steps, placing new segments layer by layer onto every empty opening. Once all segments are placed, keys and pickups are placed evenly around the level, monsters are placed and some doorways are filled with doors. |
Path Nodes
The monsters that roam the level use a custom written path-node system. Path nodes are placed down automatically by the level generation system, before being connected together by checking blockades and distance. Once placed down, the monster AI let's the monster move from node to node, preferring nodes it has visited the longest ago, or not at all. Detection
The monsters have two methods of detecting the player. They can sense the player around them in a short range. They can also see the player when looking at him, from an incredible distance away. Once the player is detected, the monster becomes more and more suspicious over time. At certain levels of suspicion, the monster will look into the player's direction, approach the player and start looking for him, and eventually start rampaging straight at the player in order to attack him. |
Created in late 2012