Week 7: Production sprint 2


Hoo boy! We have quite a lot to cover in this one.

First, we gave our main character, the ghost, a new look and made him all wobbly. 

We took away the unintentional night vision capabilities of the NPCs. They can't see the player anymore when the lights are out. There is also a score popup when scaring an NPC.

The ghosthunters received a new flashlight. This one is blue and much brighter, so you can see them coming. The flashlight allows the ghosthunters to see the ghost when invisible. We did this to balance the game. We also tried increasing the cooldown for the invisible ability, but this slowed down the game. There was a lot of waiting around for the ability to recharge. The main focus of the ability is to sneak up behind NPCs and traverse through the level by going through walls.

Our ghosthunter told us he was feeling a little lonely, so we gave him some friends... a lot of friends, by adding difficulty progression to the game. There are 5 difficulty levels. When a new level is reached, another ghost hunter comes up through the elevator and the speeds of the hunters increase. We also did some balancing by tweaking the speed values of the hunters and the invisibility cooldown and time of the ghost.


We already placed the throwable objects in some rooms. For now, they only distract and scare the NPCs, but ghosthunters will also react to them in the future. Using these in combination with the lights will result in higher scores.

Besides the ghost animations we also added icons for characters so the player will experience feedback from his/her actions



finally, we also made some other minor improvements to the game such as: 

- Only interacting with one item at a time,

- He also doesn't open every closet that he sees,

- A keyboard for console players,

- We moved the name input menu to the main menu, so you only have to put in your name in once.


Ghost pun of the week:

What do you call an old ghost?
A boo-mer.

Get BOO-YA!

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