The Offering
A short horror game made during my second year at UCA.
The Offering
Group Project - UCA Year 2 (2021)
The Offering was a horror game made by me and three other students during our second year at UCA. I was the primary programmer on the project, developing the player character’s controls and AI that would patrol the map and chase the player upon being noticed. I also did some simple shader work to create water and swaying foliage for the level, along with implementing basic sounds for ambience and player actions.
Tech I Used
- Unity Engine
- New Input System
- AI Navigation
- Shader Graph
- UGUI
- Visual Studio 2019
- Autodesk Maya
- Git
Player Mechanics
The player was meant to have a very limited toolset in the game, as we felt providing the player with too many ways to deal with the enemies would end up minimizing the tension in moment-to-moment gameplay. Due to this, the player only has a simple toolkit: Walk, run, jump, crouch, grab item and throw item.
The movement is quite straightforward, so I won’t go into detail here but there is a screenshot of the movement logic that was written for those interested. For grabbing objects, I did a raycast from the player view to check if the player has a grabbable object in range, and if so, the object was made a child of the camera object and offset to sit in an off-hand position in the viewport.
To throw the object in hand, the player would press a separate bind and the child object would be unparented and have velocity applied onto its now-enabled Rigidbody. Upon hitting something else, the object would then shatter into pieces to sell the feeling of impact. If the player presses the use key while holding an item, they would drop the item without throwing it.
Player Gallery
Enemy Mechanics
The enemies would randomly patrol through the level, using random points in a sphere cast around them to determine their next location. They would also react to and seek out objects that were thrown near them, and the player if they’d walk near them. The range the player was detected was also impacted by whether the player was crouching or sprinting.
If the player found and threw an environmental props at an enemy, they’d also be stunned and unable to pursue the player for a time dependent on what object was thrown.






