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Nightmares and Teddy Bears is an action-filled horror platformer. Play as your child’s stuffed bear as they delve into the world of dreams! Use your powerful weapon, the Dreamweaver Needle, to harness the powers of courage and fear to fight back against the nightmares!

Dates: September 2022 - December 2022

Role: Programming Lead

Technologies Used: Unity | C#

Nightmares and Teddy Bears Logo

Some of My Involvement

Implementing Enemies

I coded and implemented the movement, collision, physics, and attacks of each of the 5 enemies in the game, all of which behave differently.​

  • Enemy with variable running speed

  • Enemy with 360° projectile

  • Bulky enemy with no pushback

  • Final Boss with attack patterns depending on player position

Using Particles for Currency

In this game, the player gets currency called "fear" from defeating enemies. I implemented the fear in the form of particles that spawn out of enemies at their deaths. When an enemy dies, the particle spawner is transformed to its location and then activated. The player has a force field attached that magnetizes the particles to it.

When the player collides with a fear particle its fear stat increases by 1, and the fear stat can be used to purchase items in the shop.

Player Inventory

I created a class in the game called "ShopItems" to keep track of items and their prices, icons, if they have been purchased, if they have been equipped, and the items' position in the shop UI. When an item is purchased or equipped, many of these stats will change.

During a level, the player's stats will get saved into variables. When a new level is loaded, those variables will be initialized into the player's stats to maintain consistency with the inventory.

Cutscenes and Dialogue Boxes

I implemented all cutscenes in code by freezing all character x-axes and using timers. Some cutscenes include black bars, a moving camera, or triggering specific animations.

Any dialogue is coded in a separate script which allows the player to go through each line by pressing enter.

Implementing Animations/User Inputs

I implemented all of the animations for everything in the game via Unity's animator. This includes all 5 enemy varieties, all 3 versions of the player (without a weapon, with a weapon, and nightmare version), and anything else that is animated. A total of 16 animator booleans were used for the player alone. The transitions of the animations can be seen in the game trailer or playable on the itch.io page at the top of the page.

My Other Implimentations

Proximity Text

Fear Mode

Shop UI

HUD UI

Holding Jump Key to Jump Higher

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