Inspiration
For this project, I wanted to create something more technically challenging than I did in my first hackathon (BeagleHacks). I asked myself, "what's harder than 2D?" --> Obviously 3D! I've also never tried to use AI in any of my personal projects, so I thought that having a spooky enemy chase the player would fit the theme of the hackathon perfectly.
What it does
Spooky Sweets is a fast-paced, first person "parkour" game. Players must do their best to find the 3 glowing pieces of candy that are scattered around the map, while being chased by a supersized zombie. If the zombie touches you, the game is immediately over. Good luck 🎃
How I built it
I built it using the Unity 3D engine. I implemented animations with the zombie model, created the player and candy myself, and also created scripts to handle player movement, zombie movement, candy spawning, and scene transitions. I used Mixamo for animations, the Unity Asset Store for the zombie model, and of course, the Unity Documentation.
Challenges I ran into
Other than common bugs (which there were plenty of), I found that keeping the scope of my game attainable was very difficult. I suffered a lot from scope creep, which is when the developer gets sucked into adding more and more features, each one leading to another. I was able to combat this by reminding myself that I wanted, above all, a finished product.
Accomplishments that I'm proud of
I am very proud of solving a major bug that took up 3 hours of my development time. I was able to investigate and successfully implement NavMesh Obstacles, which solved a problematic tendency that the zombie had: phasing through literally everything.
What I learned
I gained so much out of this project I can't even describe. I learned all about NavMeshes, which allowed me to create the AI targeting and chasing for the zombie. I also built upon what I learned in BeagleHacks to create randomized spawn points for the candy, but this time in 3D. I also improved my map building abilities and got some practice with level design.
What's next for Spooky Sweets
The transition between scenes is every abrupt. I would very much like to add some smooth transitions (Fade into and out of black when you lose, fade into and out of white when you win).


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