tags:
- site
- HuxleyFinch
journal-start-date: 2025-01-18
Highlights
Cave Game (placeholder name) was my 2024 summer project (Jun-Sep).
Made in C# in Unity, it was a single-player horror experiment.
The idea for the game originally came out of learning Unity's URP Shadergraph, when I made a colour-space limiting pixel dithering shader, and thought it would work well in a horror game.
The dithering shader test:
Playing with the dithering shader in an old game-jam project
Added a parameterized slot machine.
Theres a set of rules that dictates when a prize is given, and each spin becomes X times faster than the last, so if players have a lot of money to spend, their time isnt wasted
Spray paint system
One of the enemies: The Amalgamation
Added a backpack system to let the player carry around items.
Digging QTE
Glowstick
Added water & buoyancy
All the items I added, placed on the pegboards inside the elevators
Drain puzzle task
Pause menu
New slot machine model, created by my friend Victor
Made a new elevator model with animations and screenshake
To make moving around the sound effects easier, I used Adobe Premiere Pro, and exported all the sounds as one big sound, and play it in sync with the animation.
This game taught me so much about Unity's Universal Render Pipeline and Shadergraph, as well as strengthening my 3D modelling skills, both in Blender, and in Gravity Sketch.
Probably the biggest takeaway from this game project, other than 3D enemy AI, was how to properly scope a game. I wish I had set a more clear goal for myself from the start, that way I could've reached it quicker.