Scare Tactics is a Tactical and Action-Adventure hybrid
Set in a haunted mansion, a group of 3 Explorers face off against 1 Ghost
**Awarded Second prize at RPI Gamefest 2016**
As the lead Game Designer for this project, I developed all the game mechanics, along with character classes in collaboration with another designer. Additionally, I am responsible for the Level Design and ensuring the level layout flows well with mechanics. I am also directing a team of 10 artists to actualize the game concept I have in mind in 3D.
My team is building the game in our custom C++ game engine. It is being developed from scratch by our programmers. We are using Unity as a prototyping tool and a level editor. I am heavily involved with building the mechanics in Unity. We playtest and evaluate the fun factor of each mechanic before exporting it to our engine.
The Ghost needs to incapacitate every explorer before they succeed
The Explorers need to exorcise the ghost from the mansion to win
The Ghost has a top-down view of the mansion, giving a superior feeling to the player.
The Ghost doesn’t have a physical presence in the game. Instead, he uses his Minions to wreck havoc and destroy the explorers. There are 3 minions in our game and are AI controlled:
Imp – Small and quick creature that viciously runs towards the explorers and attacks them
Abomination – Slow and sluggish creature that explodes on contact
Flytrap – Static plant that attacks when in close vicinity
The Ghost also has an ability to Haunt an explorer. This changes the haunted explorer into an Imp for the other two explorers. Since we have friendly fire enabled, other explorers can get confused and damage the haunted explorer if they don’t communicate.
There are 3 Explorers in the game, each with a different skill set.
Sprinter – She uses her gadgets and quick wit to run interference and scout the way ahead
Professor – He can heal others explorers
Trap Master – He can control space and big crowds by using different traps available to him and attack from a distance
The game has been designed in a way where the explorers and the ghost don’t interact with each other directly. They use the environment and force the other player to change their strategy.