The Bad Man
A downloadable game
Summary:
Cower in fear as you explore a massive museum full of huge, life-like exhibits as you are stalked by the bad, hooded man. Get caught and you will surely die, unlock the door, escape, or say goodbye!
Controls:
Movement, WASD
Jump, Space
Sprint, Left Shift
Flashlight, Mouse 1
Gameplay:
Get the keys to unlock new areas and escape
Use your flash light to see in the dark and protect yourself
Use hiding spots once you are out of line of sight if you are being chased
Use intractables to progress through each level
Post-Mortem:
What went right
- Excellent Communication
- Accountable Team
- Solid Schedule/Detailed Planning
- Efficient Pace Of Progress
- Clear Duties and Expectations
- Git Utilization
What Went Wrong
- Missing a Member
- Slow Start
- Scope Too Large
- Making the Bad Man Stand Out
- Conveyance
How We Adjusted
- Continue and Communicate
- Accelerated Pace
- Quality Over Quantity
- Distinctive Identifiers
- Weenies and Player Guiding
What We Learned:
Nick
- Creating interchangeable system that are flexible enough to be implemented in various ways
- Inventory Items, Interactables, etc
- Managing the GIT Repo
Christian
- Prefabs are great to make maps seem bigger and more detailed than they actually are.
- The line between telling the player what they should do and letting them figure it out for themselves is very small and hard to find
Alex
- Complex AIs take a lot of time to develop (The AI was more complicated to develop than it was on paper)
- Change of music is a great way to let the player know what the AI is doing
- The size of the level relatively corresponds to the presence of the enemy
Augustin
- Sometimes Simpler is Better
- Blender is Powerful
- Art takes a long time
- Render Textures are Cool
Game Makers:
Agustin Gomez Arroyo: UI Art, Post Processing(Render Filter)
https://gusmando.itch.io
Alex Cayer: AI scripting, Animation States
https://itch.io/profile/acayer
Nicholas Nguyen: Game Core Systems,Git Manager(Wizard)
https://yvridio.itch.io
Christian Gonzalez: Level Designer, Cuts-scenes scripting
https://cg115.itch.io
Credits:
- Synty Studios
- Sci-Fi City, Samurai, Heist, and Vikings Assets
- Dennis Haupt (3dhaupt)
- 3d Eye Model
- Free Horror Music Pack 2 by Akuma Kira
- (loop) Burning Pulse, (loop) Corrupted Dream 39
- Various Audio
- Dusty Room, Olivier Girardot, InspectorJ Sound Effects, MoonFlower Carnivore, Tim Beek, Marching Dream
- Robocg
- Key asset
- RRFreelance/PiXelBurner
- Flashlight
- Unity
- Standard assets pack
- Hovl Studio
- Procedural Fire
- Cookie Pop Works
- Battery (From a survival pack)
- Jose Gomez
- Voice Acting
Comments
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Great game, especially love the voice of the monster. going to set the world record for a speed run later. I will update this page with the time.
I'm excited to see what you get, i haven't tried it myself but once you get it I'll see if i can break it.
11:49.46
I got mine, 9:54:43
Awesome game!! Made you a lil video:
Hey there, thank you for playing our game, this was an assignment made for our game dev class and our deadline to turn it in came closer than we would have liked so as a result its not as polished as we would have liked. That said however we enjoyed watching your complete play through and got some really good feedback from it. W e might do one final update to it to iron some of the bugs/design errors we've learned since we made it public for people to play. Thank you for playing and for your feedback.
Damn! That was really good for something made in class like that. I'm impressed. Holey shet! Love the museum idea and going into different worlds. Epic!
Hey the new build for our game is now available, we hope you enjoy it and are able to finish it this time.
ohhh ok ^_^