Team Size: Five
Team Role: Design and Programming
Download: Windows | OS X (Coming Soon!)
– Scripted the player and camera movement systems
– Developed custom occlusion technique and mesh combining script to help with performance
– Wrote utility scripts for managing the game and player progress
– Designed and scripted the menu system and transitions within the game
Little House of Horrors is a game where you explore an “abandoned” mansion to find clues to close the portals before Cthulhu devours our small world. The mansion is procedural so every time you play the experience will be different.
I participated in programming and design activities during Little House of Horrors development. The features I programmed include movement, camera functionality, occlusion for off-screen rooms, triggers when entering new rooms, the user interface system and player cards. Some of my design contributions include the layout and orientation of the game, player stats and the occurring effects when exploring the mansion.
A constant thought of mine was how to make the game more engaging and force the player to think more about how they explored the mansion. Successfully closing all of the portals by midnight was very easy since the player could simply search different rooms in the mansion, gather enough clues to close the portals and then close each portal before the time ran out. The player would face hardships during exploration but it was not enough of a challenge. I mentioned an idea to the team for when the player closes portals which was having the portal cause damaging effects to the player. This feature brought new challenges to the game since players have to consider whether or not they should close a portal now or explore more before coming back to it. This feature also introduced numerous characters (player cards) to the game. Each card has different stats which provide varying experiences. Some cards make the game slightly easier by lowering the chance of failure while others add more challenge by increasing the chance of failure. All in all, it was a great experience seeing how one small addition to the game drastically increased engagement and helped identify more additions to provide a variety of experiences.