Inspiration

I created the base shooter for this game (without graphics) when I first learned Unity, so I decided to repurpose it for this competition.

What it does

You have to shoot chasing ghosts while also evading their attacks.

How we built it

At a fundamental level, it was a very easy game to build. For my player controller, I used a rigidbody for accurate simulation of physics, and used Unity's in-built input pipeline to handle user input. Somewhat more challenging was creating the game environment. For the ghosts to be able to chase the player, I made heavy use of Unity's AI engine. I also used navigational meshes, a custom map generator and a random tile generator to create a randomized map.

Challenges we ran into

The biggest challenge I ran into was the tile randomizer. So in my first implementation, I stored every single tile type in an object array, and based on a random generator, I would instantiate the object at that index. However, since Unity is really particular about making sure the object reference is an instance of the object in the game world, I had to instantiate the object very far from the screen and use that as a reference.

Accomplishments that we're proud of

I think the biggest accomplishment was creating the game art in such a short period of time. Going into this, I had basically 0 knowledge about blender, but after a few hours of tutorials, not only was I able to create various 3d models, but also blend those models in a way that looks good in the game world.

What we learned

I learned a lot about 3D modeling, and Unity's AI and Physics engine.

What's next for Untitled Ghost Shooting Game

Mostly just major bug fixes.

P.S., sometimes when you start the game, you don't spawn with a gun. Given more time, I could've probably fixed it, but right now, the only fix is reloading the game. Sorry :/

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