Light in the Darkness - Overview
Light in the Darkness is a short atmospheric horror game in which a child lost in a dark forest must collect light while being pursued by a menacing figure. This game was created as my final year project, developed solo using Unreal Engine 5.2.
Level design - Mapping & In-engine view
Area 1: The beginning
- Player starts seeing controls on the floor an a single light in the distance
- When light is approached and interacted (E), light will go out and light further down will turn on
- This carries on until the end to cut to a cut scene; introducing the enemy
- Orange grass is introduced in small batches between lights
Area 2: The chase
- Player camera switches to the front of the player, causing distress and visualizing enemy
- Enemy chases player across field
- Players must avoid orange grass to have enough time to reach the end of the field
Area 3: The forest
- Red: Enemy
- Blue: Mushrooms/mushroom base
- Yellow: Chase puzzle path
- Green: Flower puzzle trees
- Purple: Player start
Puzzles designs
Chase light Puzzle:
Mushroom Puzzle:
Flower Puzzle:
System work examples - Diagrams
Player mechanics
- Player moves around using WASD, which also moves the camera fixed on the back of the player
- When holding shift, players sprint for faster movement
- Players interact with E
- When collecting light orbs, player body begins to "fill with light"
Enemy behavior
- Enemy wanders aimlessly between randomly generated points on the map
- Enemy field of view (FOV) visualized using an orange light
- FOV cannot go through objects; such as trees
- If player enters FOV, enemy will begin chasing player
- If player collides with enemy, player dies and the level is reset
- The more lights collected by player, the more enemy FOV increases in range
Grass
- Orange grass found in level 1 and 2 will
- Will slow player down if walked on
- Gray grass found in level 3
- Will glow if stepped on by player
- Will glow in on points of interest such as puzzles
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