For Hanley Spectre , the main context of the game was already made and The Level Design in Hanley Spectre was inspired by it .
"The streets of Piccadilly used to be a lively community where people came to explore the cultures of the world. When they didn't expect it the most, everybody vanished whilst the sky stayed dark. For an unknown reason, you survived this event. You must first leave the Piccadilly streets to explore the cause of this event. Be aware, a new guest has arrived."
The player would have to complete certain objectives to allow the gates to open and escape. The Enemy would have to chase the player to chase the player in order for the game to be over for the player . Once the player has gotten a game over , they would have to restart the game again.
"The streets of Piccadilly used to be a lively community where people came to explore the cultures of the world. When they didn't expect it the most, everybody vanished whilst the sky stayed dark. For an unknown reason, you survived this event. You must first leave the Piccadilly streets to explore the cause of this event. Be aware, a new guest has arrived."
The player would have to complete certain objectives to allow the gates to open and escape. The Enemy would have to chase the player to chase the player in order for the game to be over for the player . Once the player has gotten a game over , they would have to restart the game again.
/ / Scenery of the map
In this game , this was the first time that Previous Studio has attempted to make a fully working AI setup. The Enemy was intended to have only 2 states ( Patrol and Chase). If the enemy was to find the player . It would chase the player . The enemy had two speed variables set to determine how fast it would be when the player is in sight. To even implement more fear into the player. The enemy was given a more bigger taller scale whilst levitating to allow the player to be in a worms eye view , making them feel more inferior. The enemy also had a dark body to make the player only see it's glowing eyes as a sign of warning as it approaches them .
With the assistance of Unity's post processing shaders , the game was able to reach more terrifying results by making the screen more red and contrasted as the enemy approaches the player. The enemy would also have a eerie soundtrack that would grow louder as the player got more closer to them.
The enemy was able to patrol and navigate through different waypoints that was inserted into the map. The enemy at first followed them in the order it was insert into it's script's array. The enemy would also have an index which increases as it reaches the waypoints, once the enemy reaches it's maximum waypoint number it would restart to 0. Later on, this system was changed by creating a waypoint system that chose a random index to allow more unpredictable encounters with the enemy, this made the game much more harder.
With the assistance of Unity's post processing shaders , the game was able to reach more terrifying results by making the screen more red and contrasted as the enemy approaches the player. The enemy would also have a eerie soundtrack that would grow louder as the player got more closer to them.
The enemy was able to patrol and navigate through different waypoints that was inserted into the map. The enemy at first followed them in the order it was insert into it's script's array. The enemy would also have an index which increases as it reaches the waypoints, once the enemy reaches it's maximum waypoint number it would restart to 0. Later on, this system was changed by creating a waypoint system that chose a random index to allow more unpredictable encounters with the enemy, this made the game much more harder.
The game's objective was the hardest part in the gameplay division to think of. The team had a meeting to discuss this issue with a creative conclusion at the end. The game would have different fuse boxes that was around the map , the fuse boxes would have numbers on the which would be connected to the terminal at the gate ending. the player has to interact with all the fuse boxes to hear beep. the number of beeps per play would have to be remembered and logged into a terminal at the end. Once all 5 terminals had the correct number of beeps. The gates would open for the player to escape. If the game ends, the player would have to restart again with a different set of beep result as the same random waypoint system has been translated into the terminal puzzle system to avoid the game becoming easy.
/ / FuseBox Build
The fuse boxes were given a yellow glows to allow the players to see them more clearly , from earlier models and playthroughs of the game. Players notified that the fuse boxes were too bright. Further on , there were more feedback that the lighting was too bright , the enemy warning zone was too contrasted and the enemy was too slow to catch the player . From a series of updates , all of these issues have been resolved.