πŸ‘» Devlog #2 β€” Systems


πŸ‘» 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:



πŸ’‘ Light System

The light system is designed to restrict movement, not inflict damage.

  • Functionality:

    • Entering a lit area triggers visual effects like screen distortion.

    • Players are automatically pushed back to their last valid position.

πŸ«₯ Ghost Friend System

Ghost friends offer secondary objectives and narrative progression.

  • Function 1: Scene starts with a camera zoom-in to the ghost friend’s location.

  • Function 2: Talking to the ghost opens a task panel (UI on the right). Tasks include:

    • Scaring away humans in the room

    • Restoring environmental objects (e.g. lights, furniture)

  • Function 3: Upon completion, the ghost friend transitions from "Trapped" to "Happy" and provides puzzle hints.

🧍 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

Leave a comment

Log in with itch.io to leave a comment.