
Do Not Eat.
Do Not Consume.
A 3D Horror Video Game
Do Not Eat.
Do Not Consume.
About Us
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"Do Not Eat. Do Not Consume." is an in-development Senior Project for CS 426 (Spring 2024) at UNR's CSE Department.
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It is being devolved by Team Eating the Pizza (Team 28: Sariah Warren, Kurt Wagner, Nathan Wahlstrom) with help from external advisors GUD (Rob McKay, Michael Wilson, Jared Freeman, Joshua Dahl) and the CS 426 teaching team (Sara Davis, Devrin Lee, David Feil-Seifer)
Game Premise
You play as a demolition safety inspector, sent to evaluate the long-abandoned Birchwood Apartment Complex, rumored to be infested with toxic mold and mysterious fungus. However, upon entering, you fall through the floor and get trapped. With no other option, you must navigate through the hazardous building. You will spend each level searching for the hidden key, while avoiding enemies that wish to make you just like them. The only way out is to unlock all the doors while trying to survive.
Project Description
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Main Goals:
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The main goal of our project is to create a thrilling horror game that immerses the player. We aim to keep the player in a state of fear at all times, where he/she will never be granted a break from danger. Another goal we have is to showcase our programming and design capabilities by implementing advanced gameplay mechanics and a unique series of levels.
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Target Audience:
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Those who enjoy horror focused gaming experiences, in addition to those looking to enjoy and possibly master an intense gameplay loop. The game aims to provide an intense, scary, and ultimately fun experience to casual players while still providing a difficult challenge to overcome for more experienced gamers.
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Main Functionalities:
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Maze Layout: The player must navigate through winding hallways and confusing rooms in order to find a key.
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Countdown Timer: The timer begins once the key is obtained, and the player must rush back to the beginning of the level. If the countdown expires before the player reaches the beginning of the level, a very fast and invincible monster will spawn in and hunt the player down.
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Scoring System: Collect various statues hidden around the level to increase your score. Collect them after the timer begins for even more points.
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Resource management: Items are randomly placed in each level to increase health, stamina, and sanity. The player must use them to overcome the monsters roaming each level. The player will have a limited amount of inventory space to carry items and must make tough decisions about what items to take and when to use items. Items collected will persist between levels.
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Enemy Behaviors: Each enemy has a different behavior that the player must learn in order to survive the game. Each level, the player will find it more difficult to juggle handling monsters with different behaviors at the same time.
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Sanity Mechanic: The player must keep their sanity high, otherwise they will begin experiencing hallucinations that may effect their gameplay.
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Resources
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Despain, Acosta, K., & Despain, W. (2012). Principles of Game Design: 120 Solutions (1st edition). Pearson Education.
- Godot Asset Library. Godot. (n.d.). https://godotengine.org/asset-library/asset
- Grimshaw, M. N. (2009). The audio Uncanny Valley: Sound, fear and the horror game. Audio Mostly 2009 (pp. 21-26)
- Top game assets. itch.io. (n.d.). https://itch.io/game-assets
- V. Vachiratamporn, R. Legaspi, K. Moriyama and M. Numao, "Towards the Design of Affective Survival Horror Games: An Investigation on Player Affect," 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction, Geneva, Switzerland, 2013, pp. 576-581, doi: 10.1109/ACII.2013.101.
- Vazquez, P. (2021, March 25). "Using Blender in Game Development, by Embark." blender.org. https://www.blender.org/user-stories/using-blender-in-game-development-by-embark/
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Wordsworth, Richard. “The Death of Big-Budget Horror: How Indies Prove We Don’t Need Triple-A Scares.” IGN, 16 Aug. 2021, www.ign.com/articles/2014/10/28/the-death-of-big-budget-horror-how-indies-prove-we-dont-need-triple-a-scares.
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Zhou, S. (2022). Exploring The Effect of Colors and Lighting in Underhell: A Horror Video Game Inspired by Chinese Folklore. ProQuest Dissertations Publishing.
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Zukalous. “14 Reasons Why Every Indie Game Developer Should Make at Least One Horror Game.” How To Market A Game, 2 Oct. 2023, howtomarketagame.com/2023/10/02/every-indie-game-developer-should-make-a-horror-game/.
Poster
