Don't Help Hugo is a comedy horror game that me and a friend worked on for one week. My friend did the level, AI, and the menus. I did the rest of the code such as, movement, camera, doors, and the flashlight. Wrote it in c#, and took this small projects as a way to get more familiar with coding,
The voice lines are made by me. The flashlight, the doors, and the televisions I made in Blender. This Was a Very fun week and project to make and are planning to evolve this to something bigger.
BUT WAIT! THERE'S MORE!
I have now continued with this project in my spare time. It is not made with Unity any longer. I have migrated over to Unreal Engine 5. That's right folks! Wanted to work more with the engine and use Blueprints for quick iteration.
Have also added more ideas and design to the project. Before it was only planned to make the flashlight to be a black light. Revealing hidden text that would change how the player would move around in the level.
However, I felt there was no really reason to stop there, and instead also have the flashlight reveal physical objects.
Iterating on differernt way of how things should be. From doors, vents, to hidden messages on the wall.
First version on how to reveal hidden objects.
Using a material instance to use parameters for the effect.
Second version. Wanted to try something more "realistic" with everythin not in light of the object is hidden. Looks cool but can make some annoying player experience.
A material function using iveeted values with the "Distance to Nearest Surface" node.
Third iteration. Less "realistic" but I have more control of the set up and feels nice as a player. Better for the feel and experience.
Working more with timers, variables, different collisions, and scaling for a more popping and controlling effect.
DOORS, AM I RIGHT?
Have travelled into the swamp of what we call doors. It is very fun how a such simple thing of concept can need so much in consideration. Also made vents to crawl into.
blueprints
If no light is shed on the door, there will just be a wall you can't go through. With light however, a door is revealed.
Same principal with the vent as the door. One moemnt it is hidden and another revealed.
A flashlight revealing everything. Goes on battery and can shoot some flare bullets
You can also turn on lamps, and yes. You can interact with objects with the flare bullets.
Enemy patrolling between patoll points. They choose points to go to by random. They can open doors, hunt the player, and can be revealed by the light which will make them stand still.
If you are interested! Here is the project for you to look around and scout of what is in the making and how it works.









