CompletedGame dev, solo

InVidious

A haunted port where some players hunt ghosts and the others are the ghosts.

InVidious
InVidious system diagram
Status
Completed
Players per room
2–5
Ghost types
3
Per match
12 min

What needed solving.

A horror game only works if both sides feel it. Exorcists had to search, climb, swim and heal under pressure, while ghosts needed their own skills and controls, and the single-player ghost had to feel like it was actually hunting you.

How I built it.

  1. 01Multiplayer lobbies with public and private rooms, join codes, host controls and a five-player limit.
  2. 02Exorcists place three correct items per ghost on the ritual plates, across a twelve-minute night split into wandering, disturbing and hunting phases.
  3. 03Three ghosts with their own passives and special skills (flying, stealing, kidnapping), each with cooldowns.
  4. 04Single-player ghost AI that records where the player likes to go, then hunts with A* once it sees them.
  5. 05Proximity voice chat, a notebook, spirit box and Ouija board for talking to the ghost, and an encrypted JSON save that autosaves every four minutes.

Stack

UnityC#