Vampire Hunt
Vampire Hunt is a game where the player hunts down vampires, combing through an abandoned gravesite in the dead of night. It is an arcade style shooter game, relying on the ability to investigate in a 3D environment.
The player has 10 minutes to search the area and find as many vampire bats as possible to shoot. When time runs out, the player is shown their total collected points and is encouraged to play again to surpass their previous score(s).
You can download and play the game here:
—> Vampire Hunt .zip
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This game was created with a sort of brooding arcade game aesthetic, like Duck Hunt but with an edge.
I had written a narrative for possible fans to dissect outside of the gameplay (similar to the earliest examples of arcade games) given feint clues in the environment. The vampire hunter character is turning into a vampire themselves, and in a grief stricken rage is out hunting vampires that aren’t fully grown. This adds a darker and grittier tone, as well as answering some questions the player may have regarding to the size and lack of threat these vampires have.
I also had a hand in designing the mechanics for various details in the game, sketching some diagrams for these features. -
Aside from narrative, design, and mechanic implementation, I also programmed the interactions with the vampire bat enemies.
Both visual and sound ques will occur to lead the player in the right direction if they are close to a vampire bat. Additionally. each bat is different, awarding different amounts of points or having different traits such as faster speed or more health.
Below is a snippet of the variables used in their script, as well as the model itself deep deep within its sphere colliders. One collider will “spook” a bat if the player gets too close, causing it to fly - while the other acts as its hitbox with an HP value and a bloody splat effect upon death.
Though originally difficult to implement, I was able to solve problems involving the movement of the bats. Their flight paths are randomized except for constantly moving up, to provide an increasingly difficult target. -
Overall, Vampire Hunt was the first game experience I worked on to such an official / public scale - my past projects mostly being for my own personal enjoyment
or that of my friends.
Thanks to it I learned to predict what an audience expects / wants out of a product. I also learned that not everything that is planned for a game ultimately makes it into the final project, as well as how to better collaborate and problem solve for what is best for the collective / company.
Here is a video showcasing a single round of gameplay.
Bellow, also find a link to the Narrative Document I wrote - going over the game’s brief story
As well as various features that did not get implemented due to time constraints:
—> Narrative Document <—
The Yellow Bat is the common enemy.
Slow and frail with only 1 HP.
Here some code I wrote within Unity Engine for the enemy AI
Using C# I was able to make custom behaviors for 4 types of Vampire Bat enemies:
(a summary of the code’s functions are bellow)
Firstly; The bats have 2 sphere colliders:
The larger “Spook” collider which activates when the player character touches it -
activating the enemy’s random movement.
And then a smaller collider, acting as a hitbox to subtract HP, splatter blood particles, -
and “kill” the bat model as bullets make contact with it.
Secondly; Various statements are made to track, set, and customize features.
This includes how long a bat remains after spawning,
how far and how frequently it moves,
how much HP it has,
and more.
The customized features are used to create 4 unique Enemy types:
The Red Bat is uncommon, giving more points.
Slightly faster while having 2 HP.
The Violet Bat is rare, giving even greater points.
They are the fastest, but have only 1 HP.
The Green Bat is very rare, with the most points.
They are slow, but have 3 HP in total.