The old program is unfortunately long lost, and I deleted the textures and such, leaving only this screenshot as proof this test project existed.
This was my project learning how to do simple programming in a first person shooter. The enemy is a skeleton I pulled from the internet, the rest of the visuals I whipped up quickly. It wasn’t about havingt great visuals, this was closer to trying to make a greybox to learn programming. I made this project with the goal of having simple enemy interactions and working health.
Thanks to my inability to program I ended up with a player character that could be killed, but the enemy did not have working health. The bullets of the gun were actual projectiles and with some settings actually interacted with the skeleton and pushed it back. The final state was a skeleton that was smart enough to chase the player if the player appeared in the field of view, and attack the player if close enough. The player had infinite full auto fire that could push the skeleton back without killing it.


Not gonna lie, the concept “pushing the enemy back without killing it and having infinite ammo” sounds pretty interesting to me, like an Vampire Survivors but the enemies never die, it would be pretty hard!
Yeah sounds like a pretty cool game concept.
Reminds me of that one enemy (in form of a ghost) in Phasmophobia, a Deogen (if my memory serves me correctly). Unlike the rest of the ghosts which only know your location based on any noise you make, any interactions you make with certain objects, or if you are in its line of sight… This ghost ALWAYS knows where you are, except it is really slow.
I love/hate the idea of an enemy slowly making it’s way over to you from across the map, and you can’t see it, but it can see you. * shudders *
It would be pretty neat to have a game based solely around prolonging your inevitable demise, trying to survive for as long as possible, maybe with roguelike features such as rng and differing runs.
I love the deogen. I was just playing phasmophobia last night and encountered one or two of them. I love that it flips the game on its head. Quite literally every other ghost wants you to hide somewhere, usually in a tight spot like a locker or behind a cabinet so the ghost can never get line of sight on you. But for the deogen that’s the exact opposite of what you should be doing, and if you don’t know that or don’t know it’s a deogen before it hunts, you’re screwed. Nothing gets my heart pumping like hearing a ghost rapidly running towards my exact location like Usain Bolt as I realize what it is and desperately try to escape my hiding place before it traps me.
Fun thing about the deogen is that it’s the second fastest ghost in the entire game, and then it slows down to be the slowest ghost when it’s extremely close to you. So you can’t safely hide anywhere, no matter how far away from it you are. By the time it’s near you, the deogen becomes slow enough to out-walk, but if you manage to back yourself into a corner? Good luck.
However, I haven’t played the game in quite a while (despite it being one of my most played games) since imho the devs did a great job of royally fucking up the game. With the direction they took it, I just get burned out when playing it after such a short time nowadays.
Bear in mind this example is one of a long list of things I believe they got wrong: I initially thought the equipment overhaul was a good idea, except after having played for over 100hrs I don’t feel like grinding to get all my old equipment back again, especially after so little has been done to make the core gameplay more interesting.
Anyway, sorry, rant over, used to be one of my all time favourite games.
I was also a big fan of the gear overhaul initially, until I saw how it was actually implemented and really came to dislike it. I just don’t see who it’s here for. It screws over newer players who are stuck with really poor gear, making the already punishing learning curve the game has significantly worse, and it screws over any experienced players by punishing anybody that actually wants to interact with the level prestige mechanic once they do get themselves to level 100. Meanwhile anybody who doesn’t prestige just permanently has even better gear than what previously existed and never needs to worry about the other tiers. And since there’s no reward for prestiging aside from a cosmetic badge, why should you interact with the system at all? Overall it was a poorly thought out and unbalanced update.
While some updates haven’t been great and some things desperately need to be reworked, I’ve still been really enjoying the game. Once you get to around level 40 and unlock all the original gear, you can largely pretend the gear overhaul never happened. The newer maps and map reworks are awesome (aside from the new-ish lighthouse map point hope, that thing sucks), and I don’t play frequently enough to get too bored of the basic gameplay loop. Playing on nightmare where you only get 2 evidence helps since it adds a bit more strategy to each round than just getting 3 pieces of evidence and leaving. The newly reworked media evidence is pretty fun too, where you get rewarded for getting videos and pictures of unique forms of evidence rather than taking 10 pictures of a pile of salt that somebody stepped in.
Honestly yes, such a great game mechanic.