π» Devlog #2 β Systems
π» Possession System
We've implemented the core possession mechanic, which is the primary way the ghost interacts with the world.
-
Activation: Press
E
near a valid object to possess it. -
Camera: Switches from first-person to a zoomed-out third-person view upon possession.
-
Control Modes (based on object type):
-
1D Move
(e.g. AD or WS axis) -
2D Move
(e.g. WS + AD) -
Free Move
(XZplane within boundary) -
Rotate
(around axis) -
Squeeze
(scale transformation)
-
-
Interaction Feedback: Possessed objects may trigger light switches, open pathways, or scare humans if seen.
Current Prefab and Playground:
π‘ Light System
The light system is designed to restrict movement, not inflict damage.
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Functionality:
-
Entering a lit area triggers visual effects like screen distortion.
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Players are automatically pushed back to their last valid position.
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π«₯ Ghost Friend System
Ghost friends offer secondary objectives and narrative progression.
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Function 1: Scene starts with a camera zoom-in to the ghost friendβs location.
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Function 2: Talking to the ghost opens a task panel (UI on the right). Tasks include:
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Scaring away humans in the room
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Restoring environmental objects (e.g. lights, furniture)
-
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Function 3: Upon completion, the ghost friend transitions from
"Trapped"
to"Happy"
and provides puzzle hints.
π§ Human AI System
Humans react dynamically to ghost actions using a fear-based behavior model.
-
Function 1: Idle or patrol in assigned rooms. Constantly check for ghost activity within a detection range.
-
Function 2: When detecting possession, their
fearValue
decreases. They run to the next nav point, unlocking doors on the way. -
Function 3: If
fearValue
reaches 0, the human flees to a safe zone, opening doors along the escape path.
Get Get Out of My House
Get Out of My House
Status | In development |
Author | House of ZzZ |
Genre | Puzzle |
Tags | 3D |
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