Guided By Hope
DESCRIPTION
This is an adventure horror narrative game where the player must advance through a dark forest to get to a wish-granting stone while avoiding evil witches throwing potions at them. Inspired by “God of War”, the player’s weapon is an axe covered in fire, which they can throw and recall once it hits a target.
Some other elements used in this game are:
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OOP techniques
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Optimisation techniques
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Ragdolls
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NPCs with patrol and player detection system
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Custom particle effects
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Cinemachine component for the camera
You can see code snippets and flowcharts here.
ENGINE
Unity
PROGRAMMING LANGUAGE
C#
PLATFORM
Windows/Console
GENRE
Adventure
YEAR
2022
Screenshots


Trailer
Code
Unexpectedly, the most challenging part about the axe mechanic (Figure 1) was making it return to its initial rotation since it is spinning mid-air. Using some sprites designed in Photoshop, I created my own fire particle effect. The idea was to make it the only source of light so that the player takes into consideration that they are left in the dark when throwing it.
The enemies are patrolling in between waypoints and use raycasts to detect the player (Figure 2), in which case they throw damage potions (Figure 3).
The game is very heavy due to the large number of high-poly trees and realistic textures; therefore, Profiler was used to try to optimise it with techniques such as using LOD Group components to replace the textures, deleting projectiles that didn’t collide with the player, or simply deleting debug statements.
Furthermore, upon death or falling, the characters are replaced with a ragdoll to simulate real physics.

Figure 1 - Axe throw script

Figure 2 - Witch patrol script

Figure 3 - Potion throw script