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WICK

Light is your only friend in the dark.

Wick: Image

Wick

In Wick, you play as a child experiencing sleep paralysis and night terrors. With only a lantern to defend yourself, you move through a randomly generated maze of rooms in search for an exit. Using your lantern, fend off against multiple different enemies. Scavenge for more resources, because when the light goes out, the darkness takes over.

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Wick
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FEATURES & MY ROLE

Programming

For this group project, I was the team leader of three other members, and was the only programmer. In a general sense, I did all of the coding behind the game. This includes everything from spawning, movement, light based combat, scene management, story triggers and all other logic the game runs off.

Randomised Level Generation

Wick uses a map generation tool which I developed. Based on the inputted settings, the generator creates a grid of rooms in a 5x5 grid. The settings determine the types of rooms that can spawn, the interiors of those rooms. Additionally, the percent likelihood of room type and interior can be customised in relation to one another. The grid can be set to create snaking paths or straight lines, clear paths or dead end mazes.

Artificial Intelligence

Responsible for the AI of all four enemies. These enemies included the Spiderling, the Slug, the Ghoul, and the Bat-monkey.
The Spiderlings were programmed to have swarm behaviour, where they would only attack if the size of their swarm was big enough. If not, they would run to find more, alert others of the player's position, and then return to attack. The Slug was an invulnerable slow moving beast which could block of room exits. The Ghoul waited in ambush, raycasting in all 4 directions, the charging at the player if they crossed into view. The Bat-monkey moved to opened doors to close them, boxing the payer in.

Scavenging Mechanic

Responsible for the search mechanic which was used to scavenge for items in boxes, couches and other environment props. This could yield results of lantern oil, story items, or nothing.

Implementation of Animation

Responsible for setting up animation trees in Unity's Animator and make transitions between animation clips based on the scripting of characters. This includes enemy and player animation.

Prefab Management

I was responsible for constructing prefabs out of their component parts, as well as organising the majority of assets in each scene. I was responsible for creating the prefabs for the player, all enemies, the lantern tool, as well as most other ingame assets.

Save & Load

I was responsible for saving player information locally to the system. This was used specifically for story item unlocks. When player's found story items in game, that item would be unlocked. This information would be loaded when viewing the story item unlock screen.

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Background

This Unity project was complete for my First Trimester of my second year at SAE Creative Media Institute. This was my first group project where I got the role of leader. I had a team of four, my self included. I was the only programmer and they were all game designers. I contributed a total of 255 hours to this project over the 12 week period.

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