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
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
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:
Submission PDF Link:https://docs.google.com/document/d/1pmAYMHlGWksuayssbDM13lhjnl91b0rkDyiLRWobP9Y/edit?usp=sharing
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/
itch.io.link:https://houyanheng.itch.io/the-living-thing
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.











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