- Oleh Petrov
- Valeriia Rudenko
Welcome to Zombie Gift Chase: School of Surprises, our final project for the Intelligent Interfaces course. This Unity-based game promises a unique and thrilling experience set in a school environment, where surprises await at every turn. This is the menu of our game:
- Unity version: [2022.3.15f1]
- Used assets:
- Rocky Hills environment -Light pack
- School assets
- Skybox series Free
- Modular First Person Controller
- Skeleton Ghost
The school is in the forest, you cannot go there, but you can see this forest from the school window like on the pictures below.
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Day Mode:
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Night Mode:
- Brace yourself for a spine-chilling experience as a relentless skeleton hunts you down while you attempt to collect presents. Here you can see how the skeleton looks like.
- You start with 100 lives, and the game ends if you lose them all. If you died you will see such menu:
- Here you can see how to play in a night mode:
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Skeleton Animation and Sound:
- The skeleton features animations for idle and walking.
- When the skeleton approaches the player, an attack animation plays upon contact.
- A distinct sound accompanies the skeleton's attack, intensifying the gaming experience.
Player Interactions:
- When the player collects gifts, a sound effect is triggered, providing audio feedback for successful interactions. On this picture you can see how the gifts looks like in night mode.
Audio Feedback:
- Experience the game's intensity through immersive sound effects.
- Impactful sounds accompany the skeleton's attacks.
- Timer: Keep track of your progress with a timer that records the time spent in both day and night modes.
- Real-Time Camera Feed:
- Activate your in-game camera with the press of a button (O), allowing real-time self-view on interactive boards. Deactivate the camera with another button (P).
- Voice Recording:
- Record your voice by pressing 'R' near the interactive boards, enabling message sharing and unique in-game experiences.
- Voice Recognition:
- Hold down the 'L' key to activate voice recognition, adding an extra layer of interactivity.
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FPS Sensor:
- Monitor Frames Per Second (FPS) to ensure smooth gameplay.
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Score Sensor:
- Keep track of the player's score as they collect presents in both day and night modes.
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Time Sensor:
- Record the elapsed time in both day and night modes, providing players with a time-based challenge.
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HP Sensor:
- Track the player's health points (HP) during night mode when facing the skeleton.
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Voice Command: "STOP":
- In response to the voice command "STOP," the skeleton stops pursuing the player.
- The skeleton remains stationary, visibly frustrated, and taps its foot in place.
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Voice Command: "MOVE":
- In response to the voice command "MOVE," the skeleton resumes its pursuit, following the player's movements.
- Quick Run: Speed up movement by pressing the Shift key.
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Scenario Design:
- Both team members collaborated on designing the overall scenario and game concept.
- Brainstormed ideas for the day and night modes to create an engaging user experience.
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Bug Testing and Optimization:
- Shared responsibilities for bug testing and optimizing the game for performance.
- Collaboratively addressed issues raised during testing phases.
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Oleh Petrov:
- Implemented the day mode gameplay mechanics, including present generation and collection.
- Integrated the real-time camera feed on interactive boards.
- Managed the sound effects and audio feedback.
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Valeriia Rudenko:
- Created the initial prototype of the school environment.
- Handled the integration of Unity assets, ensuring visual consistency in the game environment.
- Implemented the timer functionality to track the player's progress in both day and night modes.
- Assisted with the preparation of project documentation.