Inspiration

  • We were originally inspired by the many psychological horror games, games such as Silent Hill, Resident Evil, and Dead by Daylight. Originally, we wanted to make psychological survival horror game, but decided that may be too difficult so we decided to focus more on the survival aspect of the game. -

What it does

  • The main concept of the story is that you're playing a character that is infected with a disease that has no known cure yet. The objective is that you must find a cure while traversing the map. However, it's not that easy, there are monsters and traps guarding cure. -

How we built it

  • We primarily built the game using Unity. As for the step by step process of building it we pretty much started from the bottom, the easiest and simplest things to accomplish, like the main menu, scene routing, character movement, and simple GUI. We then progressively moved on to developing harder things. After we got to a point were we felt like the game was in a good place gameplay wise, we deployed the game to a Amazon S3 Bucket for others to enjoy. -

Challenges we ran into

  • Besides the normal motivational challenges. Our team ran into numerous of problems regarding our git hub repository. Specifically the countless number of merge conflicts. Unity was also a very huge learning curve. -

Accomplishments that we're proud of

  • Since this was our first unity project as a team we're really proud of what we accomplished during the limited time. Considering we didn't have a dedicated front-end developer to create our sprites, we're quite pleased with how well our game turned out visually with the free assets we've obtained.-

What we learned

  • During this time we learned a lot specifically the in's and out's of Unity. A large majority of the team got the basics and even picked up coding C# for the first time! -

What's next for Fading Light

  • We're going to pursue adding more gameplay features such as the functionality for having low hunger, or sprinting too much. Also adding more levels, and having a fleshed out end gameplay cut scene would be very nice. Also the monster AI should be improved drastically to add more challenge to the game. -
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