Bloodlust

OVERVIEW

Bloodlust overview

// METRICS

My Roles
Gameplay Programmer,Artist
Platforms
Web

Bloodlust is a game I created with a colleague for Ludum Dare Game Jam #49. Ludum Dare is one of the largest game jams in the world, challenging participants to create a complete game in 72 hours based on a particular theme. The theme was "Prevent the Inevitable," and given the timing near Halloween, we designed a game about a vampire who must feast on victims to survive.

The game features AI with A* pathfinding, a dynamic NPC scheduling system, a day and night cycle, and an inventory system. All assets and artwork are my own.

TECHNICAL FEATURES

Gameplay
Bloodlust screenshot
Bloodlust screenshot
Bloodlust screenshot

Gameplay

The player starts with a full blood count that decreases over time. Once it reaches zero, the player dies. Study your victims' schedules closely and find the best time to strike, but be cautious — if a victim escapes, they'll alert the nearby guards. The player can take advantage of the weapons some NPCs drop to kill more effectively. The aim of the game is to survive and accrue as many kills as possible.

Day and Night Cycles

The time scale of the game affects the day/night cycle. This in turn affects NPC awareness during certain times.

Dynamic NPC Schedules

NPCs follow specific schedules based on delta time and utilize pathfinding.

Dynamic NPC Behavior

NPCs react to the player's attacks through a suspicion system, becoming wary or seeking help from guards.

Inventory System

An inventory system determines what the player has in their arsenal at a given time.

Music and Sound

Sounds found on free websites like OpenGameArt and mixed.