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Full Moon Fears

This was a group game project in school where programmers, artist and designers worked together to create a game.

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You play as a newly transformed werewolf who has killed his own family in a moment of bloodlust. Devastated by the loss of your family, you try to leave the valley you live in, and escape into the mountains where you can never harm anyone again. Alas, the people living nearby have no intentions of letting you escape. Knowing only that a werewolf has killed some of their number, they are out in force to find you and end your life, be it by flame or pitchfork. Despite knowing this, you cannot fight back. These were your friends and neighbours, and so you must escape without harming anyone. Can you make it?

Full Moon Fears_edited.jpg

Contributions

Animation Instance
  • Functionality to change animation which means it will blend to the new one

  • It can also just set the current animation without blending

  • There is also functionality to know if a specific animation is playing, if any animation is playing and the current time in the animation

AI

  • States
    Idle: In this state it stands still until it starts patroling or sees the player and starts chasing

    Patroling: While patroling it can see the player and then start chasing but otherwise it only goes to another place and goes idle for a bit

    Chasing: If the player comes into attack range then it will attack and otherwise it just keeps chasing until it loses the player

    Searching: When searching it goes to the players last known position and goes idle for a bit if it doesn't see the player so this is done every time it loses the player

    Attacking: When attacking it stands still does an attack if the player is in range. The attacks are registered by checking if the weapon overlapped the player

  • When in all of these states except chasing and attacking, the enemy calls for other enemies the moment it sees the player

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  • The Pitchfork enemy hunts the player using a pitchfork that can be both thrown and used to hit the player but that choice is randomized
    When the pitchfork is thrown, the enemy walks towards it and picks it up before doing anything else

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  • The Torch enemy instead uses a torch to hunt and the player starts to burn when hit by it
    They can also put trees on fire when the player is hiding in it

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  • Enemy Manager is a class used for spawning and destroying enemies

  • Enemy Manager Trigger is a trigger for all enemy managers inside it's radius and it calls the spawn and destroy functions the enemy managers depending on where the player is

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