Greyscale Shaders and Survival Mechanics


Within a week after our initial white-box for Heirloom, David has built an AI mechanic for the enemies to roam around the mansion. Jeshua started setting in the assets for the mansion and has created shaders to bring the vintage grey-scaled theme to life (with a touch of noise in the scene). When creating a horror game, there are many complicated mechanics to choose from, and one of those were vital for our game, enemy AI. With an enemy to attack the player and trigger the fail-state, there needed to be a way for the player to survive. One of the mechanics I worked on was the hiding mechanic, which meant that the player would be able to hide inside of furniture or openings and peak out to see if the coast is clear. Coming from someone who has little coding experiences, there were complications with finding the resources to help me create a hiding mechanic for the player (or it was not in a compatible code language for our project). As an alternative, I could work on time chasers so that the player would have to outrun the monsters considering that the mansion provides a good space for loops. In the meantime, we will be incorporating assets and models to make the game more aesthetic.

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