Game Development/TASK4 - Final Game

11/11/2025--17/1/2026 (W8-W15)

LIU YITONG (0370907)

Game Development / Bachelor of Design (Hons) in Creative Media / Taylor's University




INSTEUCTION


TASK
TASK4 - Final Game
Group Member
LIU YITONG 0370907
JIANG SHIRUI 0373692
GE XIANJING 0377636
HOU YANHENG 0378215
FENG SHIWEN 0374595
HE KEHUA 0379395
SAMIHA EL-GHOBBAS 0361845
QUHAO 0380096

Project Overview
In this final phase, "The Living Thing" has evolved from a basic prototype into a polished strategic "Reverse Horror" experience. Players take on the role of a ghost protecting its manor across three distinct environments: The Street, The Garden, and The Basement. The core objective is to strategically haunt human intruders, shattering their sanity before they can expose you with their lethal flashlights.

Core Loop: Search -> Possess -> Scare -> Synergy Damage.

Final Deliverable: Exported to HTML5 for seamless web-browser gameplay.

Core concept
 The player takes on the role of a ghost guarding an estate. They use their presence on objects within the environment to scare and expel humans who intrude. 
Victory condition
Before the character's health points (4 HP) are exhausted, reduce the human's sanity value to zero through intimidation tactics.
If the "san" value has not dropped to 0 by the time humans reach the end of the map, it is considered a failure.

Core Mechanism A - Possession
Fig.2.0 Game screenshot
Survival Challenge: The human flashlight is the nemesis of ghosts. Being exposed to light will cause a loss of HP (a total of 4 points). 
Possession Mechanism (F Key): Spirits can possess objects such as windows, boxes, and cabinets. When in the possessed state, the ghost is invincible and completely immune to light damage. 
Movement pressure: The scene keeps forcibly advancing to the right. Players cannot stay hidden inside an object for a long time; they must search for the next possessed object among the interlaced light sources.

Core Mechanism B - Fear-Sanity Synergy System
Fig.2.1 The windows are linked to the san value and the fear level.
Physical Scare (E Key - Rattle): Shake and vibrate the object to increase the human's Fear Level.
Scare Transformation (Q Key - Manifest): Twist the object into a monstrous form to deal Sanity Damage.
The Synergy (Key Highlight): * Fear Level acts as a damage multiplier.
Higher Fear = Faster Sanity depletion.
Players must first rattle (E) to "tenderize" the human's mind before manifesting (Q) for the final blow.
Fig.2.2 Special Possessible Item
Special Possessible Item
For special possessable objects, you need to hold down F continuously to deplete the destruction bar in front of the door before you can possess them.

Item System: Phantom Powder
Fig.2.3 Phantom Powder
Obtaining method: When the player continuously presses the "E" key to shake within an attached object (such as a window), "Phantom Powder" will drop. 
Collection and Usage: The fallen powder will automatically adhere to the player, and the quantity is displayed on the left side of the screen. 
Special Ability (J Key): * After using the Phantom Powder, the ghost enters a short period of extremely powerful invincibility. The countdown is displayed at the top of the screen.

Visual Development & Art Assets
Fig.2.4 Art Assets1
Fig.2.5 Art Assets2
Fig.2.6 Art Assets3
Fig.2.7 Art Assets4
Fig.2.8 Art Assets5

Specific division of labor and the Art Assets folder:
Art Assets folder:

Game Tutorial


Technical Implementation Highlights
Architecture: Developed a Base Class (PossessableObject.gd) to allow easy expansion of new objects (windows, cabinets, etc.) with minimal code duplication.

Technical Solving:  Fixed "Logic Leaks" where players took damage while hidden.
Implemented a custom Sanity multiplier algorithm linked to enemy states (Calm, Alert, Panic).
Synchronized 3D object vibration (Tweens) with 2D Sprite animations.

Submission PDF Link:


Presentation & Demonstration


Demonstration Video: 

Video Presentation:



Canva Link:

Game Link
Final Submission PDF:

Secure download URL:

The Living Thing
Links to play on the web:https://soft-treacle-c50304.netlify.app/



REFLECTION
Through this project, I have made a significant leap in Godot programming and experienced the unique charm of combining 2D art with 3D environments. Transforming a GDD concept into a fully realized three-level game has been an incredibly rewarding journey.
1. Accomplishments & Technical Growth Completing The Living Thing has given me a profound sense of achievement. Transforming a concept into a fully playable game with three distinct levels—Street, Garden, and Basement—was a huge milestone. My most significant technical growth was mastering modular programming. By creating a Base Class (PossessableObject.gd) to manage all interactable items, I transitioned from redundant, error-prone coding to a professional, scalable architecture.

2. Overcoming the "Hard Grinds" The journey, however, was also quite grueling. The phase spent researching code and debugging logic was agonizing at times. I faced constant frustration while fixing "logic leaks" (such as the ghost taking damage while possessed) and fine-tuning the Fear-Sanity synergy. Overcoming these hurdles was a test of patience, but it taught me the grit required to solve the tiny, invisible problems that stand between a concept and a polished game.

3. Artistic Labor & Final Thoughts The artistic side was equally demanding. To maintain the 2D-HD aesthetic, I hand-drew every frame of the protagonist and the UI icons. While the process was exhausting, seeing those 2D assets come to life within a 3D environment made every bit of effort worth it.

Summary: Although the development process was draining, the satisfaction of seeing the final product run smoothly in a web browser is indescribable. This experience has significantly boosted my confidence in both Godot programming and technical art direction.


Comments