
Witching Hours is a work-in-progress retro first person shooter project of my own design being made in Unreal Engine 5. My goal is to create a horror-action experience for the player in which the player leverages light to protect themselves and make enemies vulnerable. Below I’ll breakdown the tools and abilities at the player’s disposal, as well as the enemy designs and behaviors, before going into the design of the level.
The Player
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When designing the player character I wanted to maintain a careful balance between making the player feel powerful, conveyed through the weapons and tools at their disposal, and fragile. The fragility of the player emphasizes the danger of the enemy and the reliance on tactical decision making / tool usage to survive and win.
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The player’s movement immediately communicates much of the gameplay’s pacing and tone. A stamina system balances the player’s ability to aggressively engage or disengage the enemy. Stamina is consumed by sprinting or dodging.
Sprinting prevents the player from being able to aim their weapon. Aiming or firing the player’s weapon exits sprint.
Player movement also communicates how the player can explore the environment. To broaden the options of exploring a space and expanding level design choices, crouching, jumping, and climbing (ledge-grab / climb up on defined edges) are supported.
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With all of the player’s tools, it is important to present the player choices. Exemplifying this, each item has a secondary function. While the player has an item in their off-hand, they cannot aim down the sights of their weapon.
The Torch: Has an active life-span when lit. Creates a radius of light that makes enemies vulnerable as they approach it. Enemies are more vulnerable the closer they are to the source of the light. When held by the player, the torch will block / absorb incoming enemy projectiles (from supernatural enemy types) at the cost of some of the torch’s lifespan.
Secondary Function: The torch can be thrown into an enemy as a powerful one-hit kill. Sacrificing the tool (and protection provided) as a weapon alternative. The torch can also be dropped at the player’s feet.
Holy Water: Holy water is the primary form of recovering health for the player. When equipped, the player can drink from the bottle to restore health. The player takes drinks from the bottle based on how much health needs to be restored, to a total of four drinks.
Secondary function: Holy water can be thrown to create an area (puddle) that damages enemies who enter the area, and makes them vulnerable. The size of the puddle is relative to the amount of uses left in the holy water item.
The Lantern: The lantern functions similarly to the torch, in that it provides a light radius that makes enemies vulnerable and protects the player from incoming attacks when held. It burns significantly longer than the torch, and its oil can be refilled at stations (when available). Similar to the torch, the lantern can be destroyed if it absorbs too many attacks.
Secondary Function: The lantern can be thrown, in an arc, that creates an explosion on impact. After the explosion, a pool of oil burns and radiates light, damaging enemies in the area and making enemies vulnerable around the fire. The lantern can also be dropped to the ground (and shot) to explode and produce the same fire pool.
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In its current design, Witching Hours supports three weapons: the revolver, the double barreled shotgun, and the ax. Each has a one-handed variant for when the player has a torch, holy water, or lantern equipped in their off-hand.
The Revolver: Standard six-round sidearm that’s accurate with low damage. Ammo is more readily available.
The Double-Barrel: High power and damage, slow reload, fires one shot per barrel before needing to be reloaded.
The Ax: Incredibly powerful, one-hit kills, but forces the player to get up close with enemies. The ax is destroyed once its durability is depleted. Can be aimed with the ADS input and thrown, but is destroyed on impact with its target.
Cultist - (Not present in level currently)
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Cultists are human enemies, and therefore are the exception to the light mechanics present in the game (light cannot protect you from their attacks - guns and melee weapons - and light does not make them any more vulnerable than they already are).
They’re intended design is to be identified be long pointed red hoods that cover their faces. These pointed hoods will stand out when the enemy takes cover behind objects, tipping the player off to their location or an ambush.
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Cultists, like many of the other enemies are designed to be low health / high damage. Their behaviors are simple. Melee variants will close onto the player and swing axes, while ranged variants will take cover and shoot from a distance given an EQS query for cover points around the player’s position. When the player moves, more cover points are generated and the ranged variants will reposition themselves.
Vengeful Spirit
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Vengeful spirits are designed as ranged enemies. These spirits burn with a supernatural fire, which protects them from damage like a shield. Damaging these enemies will temporarily remove their protective fire. After a few seconds, the enemy will regain its protective fire shield.
I wanted to showcase enemies having a source of protection similar to the player’s light protection when an active torch or lantern is held.
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Vengeful Spirits will attack from range upon seeing the player. Their projectiles are fast, but not so fast that the player is unable to dodge them at mid-range or with a quick reactive step to the side. The charge time on their ranged attack is significantly shorter than other enemies like the Shadow, but can be interrupted with a hit reaction.
Vengeful Spirits move to take cover once they’ve fired at the player. They’ll stay in cover, pop up and fire, then return to cover if the player doesn’t move. When the player moves, new cover points are drawn and the enemies will reposition themselves to those new cover points.
The projectiles fired from these enemies can be blocked with a held lit torch or lantern.
Shadow
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Shadows are designed as a slow moving enemies that often attacking in groups. Their appearance is designed to poorly imitate human shape and movement, like silhouettes shambling towards you in the dark. Their appearance is given more corporeal form when exposed to light.
The Shadow has three tiers of light exposure and a base (with no light exposure). As the Shadow approaches a light source, it becomes more corporeal and vulnerable to attack. The Shadow cannot be damage without being exposed to a light source. There are damage modifiers for each tier of light exposure the Shadow has currently active.
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Shadow behaviors are simple. Navigate to the player and attack. There is a Fight Director that manages groups of Shadows, so that these enemies will take staggered turns attacking the player instead of all attacking at once. When a Shadow isn’t attacking, it is set to strafe around the player in an effort to encircle you. This constant shifting, particularly when surrounded, is meant to spread out the enemy threats and force the player to reposition.
Shadow attacks are short lived, large projectiles that move relatively slowly and can be easily dodged. In larger groups, as the Shadows surround the player, dodging the number of attacks becomes difficult.
Design Breakdown
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For this level I started with a list of the gameplay concepts I wanted to introduce to the player:
Light as a tool and environment element to deal with enemies and navigate.
Gates and the ability to shoot and break weak counterweight chains to open gates.
Basic locked door and find key (or switch) elements.
Additional gameplay elements I wanted to include:
Two enemy types (Shadows and Vengeful Spirits)
Two weapon types (the revolver and double-barrel)
All three tools (torch, holy water, and lantern).
Hanging lamps (can be shot down and carried as a lantern).
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I knew I wanted the level to be set in a sort of underground temple / necropolis. A place where these supernatural enemies could be lying in wait, that would require a specialist (the player character) to enter and clear it out. The player’s objective can be something simple for narrative context: recover a holy relic, a saint’s ring, discovered when maintenance was being done to the crypt / temple. The fallen remains of cultists who have moved into the location, other hired hunters like yourself, or the construction workers who were working in the tomb when the relic was discovered could provide logical ammo / weapon, tool, and narrative pick ups.
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Gameplay Breakdown coming soon…





