Medieval Ghostbusters is the working title of a survival horror game, created in Unity (...and Maya, Mudbox, Blender, xNormal, and Photoshop). I used a few of the free assets that Unity provides, but nearly everything in the game was programmed/modeled/textured by me from scratch.
The BasicsThe general idea of the game is that the players (probably around five or six on a server at once) are split into two sides: a single player is the monster and all the others are the monster-hunters-of-sorts who have to destroy evil altars scattered across each map. When an altar is destroyed, the monster 'dies' and respawns as a different type of monster, with different abilities and weaknesses.
What the Players DoOn their own, the protagonists have no way to kill the monster. They can use magic to repel it for a short time, and some monsters have other weaknesses that the protagonists can exploit, but for the most part the protagonists are helpless.
The monster, on the other hand, can attack the protagonists without any aid. Each attack lowers the protagonist's sanity, which triggers various hallucinations. When a protagonist falls below a certain sanity threshold, they die horribly.
MagicThe protagonists have a small, but regenerating, pool of mana. They can use it to create a (very) short-lived shield that repels monsters, or to strip away glamers and illusions.
HallucinationsHallucinations are (or rather, will be) a key mechanic. As protagonists are driven more and more insane by the monster, they begin to see visions from the past, which elaborate on each map's backstory. They'll see NPCs who were killed off by the monster before the protagonists ever set foot on the map, and, as the players approach death, they'll receive hints as to the locations of the altars through the hallucinations.
Other times, however, the hallucinations may just be disorienting and scary.
Winning ConditionsEach match is over when one of two criteria is met:
1. The protagonists destroy all the altars on the map, or...
2. The monster kills all the protagonists.
List of Features Necessary for the Pre-Alpha Demo-Menus
--Main menu
--Server creation/connecting
---Server lobby (map selection, monster selection, player list)
-Basic Controls
--WASD controls
--Sprinting/limited stamina
--Shield/limited mana
--Environmental interactions
---Lighting candles
---Opening/closing doors
---Travelling through passages
---Destroying altars
--Player interactions
---Attacking protagonists
---Killing monsters (via altar destruction)
-Networking
--Starting and connecting to servers
--Server controls
---Host sets map and decides who plays as the monster
--Synchronizing across clients
---Created objects
---Movement
---Interactions (destroyed altars, moved doors, etc.)
-Hallucinations
--Triggered upon entrance into relevant area
--Varied depending upon level of insanity
--Non-repeating
-Victory and death
--Dead players get to watch through another player's camera
--Monsters respawn when altars are destroyed
---No repeated monster types
--Protagonists win once all altars are destroyed
--Monster wins when all protagonists are dead
-Graphics (They kinda suck, but they work)
--Environmental props
---Models
---Particle effects (dust, fog, fire)
--Character props
---Models
---Animations
-Sounds
--Environmental sounds
---Doors
---Wind
---Fire
--Music
--Player sounds
---Footsteps
---Breathing
-BUGFIXING
There's still a ton left to do, but it's actually starting to look manageable now. I'm making this thread as a place for me to ramble about programming and animation and whatnot, as well as to receive feedback before testing starts.
Ideally, I'll hold pre-alpha testing here at B12 once I've gone through and fixed all the obvious bugs.