Game developer creates a multiplayer horror game where players are hunted by a monster, showcasing design, coding, and gameplay mechanics.
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Key Takeaways
- Unity is preferred for easier multiplayer game development.
- Balancing gameplay mechanics is crucial for horror multiplayer games.
- Using existing assets and plugins can speed up game design.
- Iterative playtesting helps identify and fix gameplay and performance issues.
- Interactive learning platforms like Brilliant can significantly aid coding skills.
What the video covers
- The creator builds a horror game in Unity, switching from GDAU for easier multiplayer implementation.
- Initial character 'Doug' is replaced due to animation issues, switching to a Logan Paul model.
- Multiplayer setup is achieved quickly, and a monster character with animations is added.
- A stamina system, flashlight for players, and night vision for the monster are implemented to balance gameplay.
- The map is designed using plugins for quick terrain creation, including forests, mountains, and water features.
- Combat mechanics include health bars, blood overlays, and unique abilities like a gas-throwing meatball for the monster.
- The game features three stages with objectives like building a bridge, solving puzzles with statues, and a final showdown with a gun.
- Performance optimizations include LOD assets and stage-based map loading to reduce lag.
- Sound effects and atmosphere are planned to enhance the horror experience.
- The developer credits Brilliant for helping improve coding skills and encourages viewers to learn programming interactively.
Chapters
- 00:00Introduction and Game Concept
- 00:16Switching to Unity and Character Creation
- 00:52Monster Design and Multiplayer Setup
- 01:28Map Creation and Lighting
- 01:56Combat System and Abilities
- 02:29Playtesting and Early Feedback
- 03:05Stage One: Bridge Building Objective
- 03:38Stage Two: Puzzle and Night Vision
- 05:00Sponsor Message: Brilliant Learning Platform
- 06:03Final Stage and Game Optimization
Full Transcript — Download SRT & Markdown
Speaker A
I was playing games with my friend one day when he said this. I don't know, man. Poor games just aren't that scary.
Speaker A
What is he, out of his mind? Does he just not react? Is he immune to jump scares?
Speaker A
I made a horror game where I can be the monster. He's over. He's knock him out.
Speaker A
KNOCK HIM OUT. For this game, we're switching from GDAU to Unity because Unity makes multiplayer a bit easier to implement. I started off by making a project and because I don't like beans, we instantly start with a character. Meet Doug. I gave Doug some
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simple animations for running, jumping, and crouching. And here it is in game. As you might have noticed, it's not supposed to look like that. After some research, I found that the Doug skeleton is too messed up for animations. So, we
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got rid of him in the most honorable way possible and went with Logan Paul instead. And on him, the animations did work somewhat. Then, I set up multiplayer so I can start testing the game early. And not to brag or anything,
Speaker A
but this worked within 10 tries. Now, it's time for the monster. Fortunately, Miximo had the perfect model with my name on it. Then I also slapped some beautiful animations on him and it's already looking like a AAA game, I
Speaker A
think. But currently, the game is way too easy because the player can just run away from the monster forever. So, I added a stamina bar to the player that refills after 1 second of normal walking. Another thing we need is a
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brand new map. But here's the thing, I still suck at 3D design. The only way that we could I will show you how to create a terrain under 10 minutes. It's perfect. Using his plugins, I was able to make a map in
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no time with trees, streaming water, and even an ugly mountain. So now Logan is in a forest. But for a horror game, I wouldn't call this scary. So I just found the light switch. And yeah, so I gave the player a flashlight. And for
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the monster, it seemed more fitting to have night vision. Apparently for this, you just need to set a purple ball on his head and bang, game development.
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Then I added a cutting edge combat system with a health bar, a blood overlay showing when you're low HP, and made it so only the monster can heal again. But something told me this wasn't enough. So to make things more
Speaker A
interesting, I gave the monster a throwable ball that releases gas and slows the players in it. It still needed a texture. But thankfully, I found a fitting meatball with a face. With this ability in the game, the players are
Speaker A
kind of helpless, so I also gave them a weapon. Could this be a knife, a sword, a cannon? It's a UV flashlight. Now, you might think, is this not just a flashlight, but purple? Maybe. But it also slows the monster. With everything
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balanced, I think it's time to test the game now. So I exported it, sent it to my friends, and well, I don't know which one is who.
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[laughter] Beat him up. I CAN'T [laughter] BE IN [screaming] this doesn't work. That was really fun, but I don't know.
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Something's missing. Almost like it's not really complete yet. H I know it. I should add a gun.
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Now that we got most of the fundamentals done, it's time for the player's objective. I want it to be split up into three stages. In the first stage, you need to find and collect wooden planks to build a stone bridge and cross the
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river. And since I hate 3D modeling, I just took a plank model from online. And since our water is budget friendly, I put a barrier under it to prevent people from going under. Then I place a lantern nearby each plank to make them easier to
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find because otherwise it would be impossible. I made an entirely new map for this and will add a new part for each stage because the old one was kind of trash. This map has two mountains, better looking trees, and there are
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rocks, bushes, and branches spread around. Since I've never been outside myself, I just tried to copy a random picture of a forest. And I also put an Easter egg in this stage, so let me know on Discord if you find it. I was ready
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to get started on stage two, but then I noticed the sky looks a bit boring. In game development, they called that a sky box, and you can switch them out pretty easily. With this stage, I need to make
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the objective a lot harder. The monster is strong enough to beat any player, but can't take on all the players at once.
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So, I needed a task that would make the player split up. To start off, I made a road to the center and put down a pillar. Then, I made some basic symbols in Blender and put them on there. That
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looks good. Subscribe. Oh, what? Oh, how did that get there? Can you subscribe, please? Then my friend came up with the idea of adding rocks around with those symbols on them and that you have to click them in the right order or
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something. I don't know. Obviously, he has no clue what he's talking about. So instead, I thought of hiding around four statues with those symbols on them. And then the players have to interact with those statues in the correct order. And
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if the players get it wrong, it gets reset and they have to try again. I love it when I come up with good ideas. And obviously, they have to do all this while getting hunted by a night vision
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ball throwing speedy crawling monster. While play testing this part of the game, I noticed that the players struggled a lot with keeping track of the monster. So I put night vision goggles on the pillar for one player to
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pick up. This way they have a better chance as long as they communicate properly. And once they complete this stage, a gate opens and they can move on. But before I show the final stage, I've seen a lot of you commenting asking
Speaker A
how at my second video I was already good enough at coding to make an entire game. It's my secret weapon. Brilliant.
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Using Brilliant's personalized courses on math and programming, anyone can become a coder, no matter if you're 10 or 100 years old. When I decided to start making games, I struggled a lot with coding, because I've always been bad at learning from a textbook. And
Speaker A
that brings me to why I love Brilliant. Their courses are super interactive, and you learn by visual problem solving, which has proven to be way more effective than just watching videos. I always tell people that the best way to
Speaker A
learn something is by doing it. And that's exactly where Brilliant really shines. All of the courses on Brilliant are crafted by world-class teachers from MIT, Harvard, and Stanford. And not only that, they give motivating challenges that made it really easy for me to keep
Speaker A
going. To learn for free on Brilliant for a full 30 days, go to brilliant.org/eanscaos, scan the QR code on screen, or click the link in the description. Brilliant also given my viewers 20% off an annual premium subscription, which gives you
Speaker A
unlimited daily access to everything [music] on Brilliant. Thank you, Brilliant, for sponsoring this video.
Speaker A
The last stage had to be something special. The players made it this far into the game without getting killed.
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So, in the center of this stage is the gun. And since this map has to be like the final showdown, I put all sorts of cover and ruins around to make it better. The game is looking amazing and
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is pretty much done. But when I tried to play it, I was met with this. We have to do something about that. The first thing I did is replace a lot of the assets with ones that support LOD. LOD stands
Speaker A
for level of detail, and it basically makes one asset have multiple versions, which switches between based on distance. This already makes a difference, but since this map is massive, it's not enough. So now the game starts with one stage and spawns in
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the next when the objective has been completed. Then I added invisible boxes to each stage that counts the players entered. [music] This way we can close the gate when all the players are in and delete the previous map. And look, now
Speaker A
the game is playable. Oh, the gate's closing. Help. I'm locked out. Sort of. Besides all the lag, I also noticed that this game needs sound effects because a horror game isn't
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[screaming] I quickly added sound for walking, the gun, flashlights, and ambience. And for dying, I added the infamous. And now it's You look like a stick man. [laughter] Yo yo yo.
Speaker A
Not so funny anymore, IS IT? NOT SO FUNNY ANYMORE. YEAH. COME HERE, BOY. BRO, NO. Why you running bro?
Speaker A
Come here, boy. [laughter] [laughter] Okay. Okay. Okay. Okay. How many more planks you guys need?
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The bridge is built, bro. Look in. Oh my god. He's been collecting them. Oh, [laughter] you're so dead. Oh, you're so dead.
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To the second stage, guys. Let's go to the bridge, guys. Hello, fella. HEY, HE'S GOING TO THE WATER.
Speaker A
HEY, HEY, HEY. I want to pull hands, bro. Throw hands. I'm about this life, bro.
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[laughter] What was that? Oh, and are you doing the whole objective on your own?
Speaker A
Yo, I activate the triangle, bro. The last one activated it. He's activated slow. Oh my god. I see him running for the gun. Oh no. I see him running for the gun. Oh no.
Speaker A
Turn off those heads, BOYS. OH MY GOD. OH I'M falling off. Where are you, bro? Oh, by me. Oh, come here, bro.
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Oh my god. No. Easy, easy. Your ass. Come here with those cheeks, bro. Bro, I'm flying away, bro. [laughter] This is insane. I'm diving around like a dolphin.
Speaker A
Okay, let's try to find each other, boys. I see the light. Nice. We're at three.
Speaker A
What the I just got damaged and then I look, there's like this thing running around it. What the Wait, where are you, dude? I can't SEE HIM. OH, HE'S HERE.
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[screaming] HE'S HERE. FLASHLIGHT, FELLAS. YEAH. COME HERE, BOY. KNOCK HIM OUT. KNOCK HIM OUT.
Speaker A
COME HERE, BOY. COME HERE, BOY. KNOCK HIM OUT. GET HIM, MAN. [laughter] HE'S RUNNING. He's running.
Speaker A
Yo. Okay. Okay. Okay. Okay. He left. Okay. Go to another lantern. Uh, we got that one. Is everyone still alive?
Speaker A
Yeah. Yes. Oh my god. Nice. Oh, the door. Oh, that means he's in. That means he's in.
Speaker A
I have the triangle here. Okay. Okay. That's the last one. I have the snake.
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Wait. Stay with the snake. That's the second one. We'll find the other one. I think I know what it is.
Speaker A
Find the moon because I have the last one. Okay. Okay. It is four, right? It's just four digits.
Speaker A
It's four. Okay, I am at the moon. I'm gonna click it in a second. Wait.
Speaker A
Activated. Nice. That means the gate is open. Help. Help. Oh, what's your HP? [laughter] What's your HP?
Speaker A
I don't even know where you guys are. NO. I SEE HIM RUNNING. LUCAS, get to the gate.
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He's on me. HE'S ON ME. HE'S ON ME. I'M GOING TO GET THE GUN. I'LL BE BACK.
Speaker A
I'M GOING TO GET THE GUN. HELP ME. HELP ME. HELP ME. HELP ME. NO. I DIED.
Speaker A
OH MY GOD. Oh my god. I'm almost at the gun. Are you crazy? [laughter] Yeah, look who's hiding now. He's on me.
Speaker A
Ah, no. I got him. This game was so much fun to play with friends, and I'm happy I made it. In case you want to play it yourself, I put the game in my Discord. And if you like
Speaker A
this video, try the previous one as well. Wait, let me peek. Let me peek.
Speaker A
So scary. I can BARELY SEE YOU GUYS. OH, THAT'S YOU. OH MY GOD.
Topics:horror gamemultiplayer gameUnity game developmentgame designgameplay mechanicscoding tutorialgame development processBrilliant sponsorindie game devgame optimization



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