(In Progress)
Killing Time
This game was inspired by the short story I wrote called Light Stain, in this game, you are tasked with figuring out which guest at a party is secretly a murderer before too many guests are killed. To do so, the player can use hidden passages to spy on the guests, talk to the guests to get more information, and try to match up murders with different professions that the guests may or may not have.
For this game, I wanted to dive deeper into the smaller complexities of Unreal Engine, specifically in AI creation, behaviors, personalities, EQS systems, blackboards, and decision making.
Gameplay:
Through the game, the player can find various helpful items for not only keeping the people at the party alive, but also to help narrow down your list of suspects. A few of which being the antidote, poison detector, and magnifying glass.
When a new character is met, they will be recorded into the players handy notebook. But be careful, if an NPC dies, your notebook will show them as being alive until you find a body. So when you call the police on your main suspect, make sure they aren’t a body hidden in a dumpster as the real killer escapes.
Once you think you have the culprit, its time to find one of the many phones scattered through the house to lock in your answer and call the police… that is… if the phonelines haven’t been cut yet.
But who knows, maybe you will get lucky and catch the killer in the act by looking to key holes or peeking through paintings in hidden passages.
Character Models:
For this game, I challenged myself to create a randomized character system that assigns NPCs different roles to play at the party. Each of those roles coming with their own set of interests and personality traits that relate to whatever role was selected as well as outfits, items, and color schemes.
Butler:
Bouncer:
Party Guest: