About FPS Project
A first-person action/horror/puzzle game made in Unity for Windows and WebGL.
About the game
A small semester-long project for a game design class I took as an elective for my degree. The class was designed to meet up with game programming students to collaborate on a project, but there were many more designers than programmers; I ended up on a team with three designers (including myself) and one programmer.
The goal of the project was to create a first-person game with multiple levels and puzzles. There also had to be enemies with pathfinding and state-machine based AI. The requirements for this project were relatively loose, so we took it in a different direction, but the placeholder name stuck, hence FPS Project.
I mainly was a designer for this project, but I stepped into the role of a programmer a few times, due to the lack of programmers for our project.
The game is a first-person action/horror/puzzle game that takes place in a mansion deep in the woods. You are a reporter who has been tasked to investigate the goings-on of the mansion, as it has been reported that many people have gone missing around those parts.
You arrive at the mansion. Out of options and desperate for some sort of resolution, you attempt to climb the fence in search of answers. But just as you get to the other side a mysterious figure sneaks up on you and you are knocked unconscious.
You come to in a musty old basement completely devoid of your equipment! Your goal is to escape with your life and get enough clues to get the story of a lifetime. Find your camera and take pictures of all six clues and escape to get the good ending!
Controls:
- Left Click: Menu confirm
- Left Click: Move item in/out of inventory/hotbar
- WASD: Movement
- Mouse: Aim
- Left Click: Use held item (if applicable)
- Spacebar: Jump
- E: Interact
- I: Toggle inventory/menu
- Enter/Button South: Menu Confirm
Keyboard & mouse are supported. Controllers are not supported.
My contributions
I created the whole project in a team of four including myself over the course of the semester. I help brainstorm the main story, lore, and premise of the game along with the other designers. I created the basement and outdoor level, and I created the intro cutscene. I help pick and import setting-accurate assets from the Unity asset store and around the web. We didn't get to listing all of the assets in the game's main menu, but we did keep track of all of them in a text file in our project.
As mentioned above, I programmed a few things to help out our only programmer; I made the inventory system, the UI & Menu systems, the camera/clue interactions, and save data system. The other programmer handled creating the AI behaviors for our monster, interaction between all other items and the environment, and other tasks.