# Help / Tutorials on creating a prototype horror game

**URL:** <https://forums.unrealengine.com/t/help-tutorials-on-creating-a-prototype-horror-game/58295>\
**Category:** Cinematics & Media\
**Tags:** unreal-engine\
**Created:** [March 15, 2016, 7:13am UTC](https://forums.unrealengine.com/t/help-tutorials-on-creating-a-prototype-horror-game/58295 "2016-03-15T07:13:47Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_eb3f1654](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_eb3f1654](https://forums.unrealengine.com/u/anonymous_user_eb3f1654)\
**Post date:** [March 15, 2016, 7:13am UTC](https://forums.unrealengine.com/t/help-tutorials-on-creating-a-prototype-horror-game/58295/1 "2016-03-15T07:13:47Z")

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Hello everyone.  
For my Games Development course at uni I have to built a small game inside Unreal Engine 4. (I’m using 4.9.2 if that matters) and I have decided to go for a Slender style game in which the player is in a maze like environment and must collect a number of objects to escape whilst an enemy hunts for and pursues them around this maze. I’ve been doing research and tutorials on the engine (Specifically Blueprints) but I still don’t have a solid idea of how I am going to achieve this. I was hoping somebody here might be able to point me the direction of a tutorial which would explain the following:

1. How to create a switch that the player must walk up and press a button to interact with that will open a door somewhere else within the level by either rotating it or destroying it. This door, like most of my environment, is a BSP if that matters.
2. How to have an object (Probably just a cube as this is only a basic prototype) move around the environment in a set pattern, but follow the player if they get within a certain distance of him. Also, the cube should kill the player and initiate some kind of game-over / retry sequence if it touches the player.

I’m new to these forums so I’m entirely sure if I’m asking in the right place and if so I apologize, just having someone point out a decent tutorial on these would be incredibly helpful.  
Thanks in advance.

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**Author:** ![Seirei](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Seirei](https://forums.unrealengine.com/u/Seirei)\
**Post date:** [March 16, 2016, 9:57am UTC](https://forums.unrealengine.com/t/help-tutorials-on-creating-a-prototype-horror-game/58295/2 "2016-03-16T09:57:29Z")

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Okay first of all, I would not use a BSP for the doors. Try using blueprints and model some simple shapes. Here’s a tutorial on how to open a door via blueprint and a brigger volume:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

And here’s one to create a light switch:

> **[Turn off the lights in the room by clicking on the switch](https://forums.unrealengine.com/showthread.php?7228-Turn-off-the-lights-in-the-room-by-clicking-on-the-switch)**
>
> Hello. Me need create a swith on the wall in the room for turning on/off light on chandelier by clicking on swith. This is two differents objects. And need appear hint like a “press “e” for use” when cursor on the swith. Maybe can make together...

this seems counter intuitive at first, but if you understand both of them you should be able to use that knowledge to build a switch that opens your door. 🙂  
And that’s basically it, try to find tutorials that do part of the stuff you want to achive and combine it in a way that suits your needs.

As for your second question. You might want to take a look at this tutorial series:

> **[Training Stream - Making Game Ready AI, Part 1 - Oct 20th, 2015](https://forums.unrealengine.com/showthread.php?88199-Training-Stream-Making-Game-Ready-AI-Part-1-Oct-20th-2015)**
>
> WHAT In this multi-part series, Ian Shadden shows you how to use all of the relevant systems and features (Behavior Trees, EQS, Navigation Meshes, AnimBlueprints, AnimMontages, and more) to design, create, and optimize AI for use in a game...

It sounds like you need some kind of AI to do what you’re trying to do here.
