Starved is a multiplayer horror game made with Unity. Its heavily inspired by the game Lethal Company, as well as Five Nights at Freddy's, where the goal of the game is to collect different tpyes of scrap whilst visitng restaurants. You play as a cleaner who is hired by the restaurant owners to get rid of specific types of rubbish. Depending on what rubbish you gather and if you have been asked to gather whichever type - you get money and are graded a different amount. The original version of starved was made in around 2 months, with only bear-bones features to make a playable demo. Corporate Clearance isn't designed for the public to play - it was made for local multiplayer with a group of people for testing the Mirror networking system.
Map generation in corporate clearance is always randomised, where it uses a couple preset rooms. The game creates a centre point and expands the area around it outwards in a diamond pattern, only rooms on the outer edge can generate other rooms, with the chances being lower and lower the further out it is. Then the map also places random items around for the player to grab.
There's 1-3 AI per map in the base game, where they spawn based on what difficulty is selected. these AI can hear when you pickup and drop items around the map, they can also pathfind to players and key-rooms using the Unity NavMesh feature.
The base game is synced with 4 different players, where every item is synced across the network. Things that the player can pick up use a different syncing system rather than the default, to allow for thousands of items that are synced without causing any extra lag.
TMTM is a holiday update for our game, Corporate Clearance. It increases the lobby cap to twenty, allowing for much more chaos, as well as adding in a new map system, some more AI, and a security office, plus other features.
I created a system to generate an entirely new map type, which uses a different algorithm to create a different shape of enviroment.
Instead of using an expanding centre point that creates diamond-shaped maps, I use a branching system that creates paths and attaches rooms along those corridors. This new system also came with support for multi-floored rooms, so I created a fire exit which means there are two different entry/exit points along the map.
With the new mall system, I decided to add a feature that was cut from the original Corporate Clearance due to time-scale limitations. A security office will always generate in place of a shop inside the mall - which you can use to access any camera around the map.Â
I also added Glowsticks into the game - which you can throw on the ground to light up an area - or to guide yourself back home, because people had problems with getting majorly disorientated and lost.