Week 6: Production sprint 2


Hello peeps!

This week was the start of our second production sprint. In which we're aiming to disguise our bugs as features and complete the remaining features that were yet to be added to our game.

One of those is an exciting new element that finally answers the age old question: "If a ghost shouts boo in the middle of a room, but there is nobody around to hear it, does it make a sound?" It turns out that it does in fact make a sound.

That's right! Our game now has sound! Heed this as a warning for all of the terrifying boos and responding screams from NPCs that lie in your future.

Those very NPCs are also now a little smarter. They now fully understand doors and the complicated mechanisms of turning light switches back on.

On top of that, our ghost hunters have also been upgraded from a yellow capsule to an actual model, now with frightening vacuum rfx. With those visual changes come some behavioral changes too. When an NPC is scared, a ghost hunter will be quick to respond. They will now rush to the scene to find the ghost terrifying the hotel guests. So be smart, get out fast or hide so that you won't be found.

But don't fear. If you're caught, we now have a brand new game over screen showing you your score to compare with others. So you can brag to your friends about beating their high scores. Or if you were tragically gone too soon, shuffled off your mortal coil again right before beating everyone else, you can now restart the game! All thanks to our new menus and UI, which also include a pause menu, a main menu and a HUD so you can keep track of your score in real time.

 

  






Ghost pun of the week:

What do you call a ghost detective?

An inspecter.

Get BOO-YA!

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