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Hunt the Ian 3D | njew.icnc.com
Hunt the Ian 3D

Loosely based off of the Scratch game of the same name and its real-life equivalent, Hunt the Ian 3D is a first-person shooter set in a creepy house with creaking doors and dim lights. Players can freely walk about the house...but there are no Ians to be found.

While there is not much to do, players can still shoot light bulbs and roam freely with classic FPS controls (WASD to move, click to shoot). Players can open doors with E, and the doors will close automatically behind them. Ammo is scattered about the house, but it is scarce and does not spawn often. A blue flashlight known as the 'Ian Hunting Ring' can also be activated using the X button.

While the history of the game remains shrouded in secrecy, the basic facts are relatively well-known by players. The true origins of the game come from a game of 2v1 Call of Duty MW2. While playing with the worst player on their own team, the game switched from simply beating the solo player to being the first to find and kill them, effectively "hunting" them. Eventually, the game became so popular that it was brought to the real world. A group of 3 "hunters" would search for a stealthy loner who would attempt to hide and potentially scare anyone foolish to stumble upon them unprepared. The game began as a daytime game, but became far more interesting at night, as players had to rely on flashlights or the 'Ian Hunting Ring' to see. Eventually though, the loner would become bored with the hunters' lack of skill, and would switch to sneaking up and attacking the hunters. After many more games, it became so popular that it was eventually turned into a pseudo-3D Scratch game, and finally a boring Unity game.
Hunt the Ian began as one of the first personal Unity projects in early 2015. In the original pitch, the game required players to hunt for Ians hidden throughout the house. Ians, much like in the Scratch game, were completely invisible unless revealed using the 'Ian Hunting Ring'. However, should the player take longer than 2 minutes to find all the Ians, the Ians would go on the offensive and hunt the player down, sacrificing their invisibility in the process. However, all lights in the house would go out, causing the player to rely almost solely on their 'Ian Hunting Ring'.
While the game's basic map was completed relatively quickly, finding the models to scatter about took a while longer. Shooting took some time to code properly (one of the first games to feature raycasting), and an Ian was temporarily added into the game, but was removed before release as it was barely functional at all. The game's release went almost completely unnoticed.

  • The game utilizes a slight randomness when shooting, making shots not as accurate as they could be.
  • The game was arguably the first Unity game that was not from pre-made tutorial, despite not being the first one released.
  • The lamps and chandeliers are the only original models featured in the game.
  • The radar was added as a last-minute experiment.
  • A zoom/scope feature was planned in order to increase accuracy, but it was removed for the final game for unknown reasons.
  • As an unintentionally secret feature, players can throw 'fire bombs' by pressing Q. This is a reference to the 'ballistic ball man', an alternate personality of one of the hunters in Hunt the Ian who would use small plastic balls as a weapon in battle.
  • In the original concept for the game, different colored balls (again based off of the 'ballistic ball man') had different abilities. Yellow had an electric shocking blast (which, canonically, was extremely effective against Ians), orange enabled a night vision, and purple could alter time and space.
  • The scene used in the game was actually meant to be a temporary map test, which explains why the scene is named 'Hunt_the_Ian - No Textures'.
  • Several unused window models were included in an attempt to add more natural light and realism to the game.
  • The map is actually a replica of one floor of the house where Hunt the Ian was played in real life.
  • The 'Ian Hunting Ring' was actually a "relic" from the real life Hunt the Ian, used by one of the hunters. It was actually a small blue light that could be put on a user's finger, and, according to hunting lore, could reveal the location of hidden Ians. In the Scratch game, it is required to enter the Ian minigame, and the light can be seen when playing.
  • According to the lore of the game, the weapon featured in Hunt the Ian is technically the same weapon from Ultimate Survival, known as the 'LaserBlaster'.
  • Hunt the Ian was the first game to feature 'raycasting', where a ray is shot out from a certain point in a direction to test for collisions. This ray is used to make a more precise laser that doesn't go through walls, as physical projectiles traveling at high speeds tend to glitch through. Most later games featured raycasting for shooting (among other things), as it is a more precise method than launching a physical game object.
  • If the player repeatedly presses E in front of a door, its animations can occasionally flip.
  • The font used in Hunt the Ian is 'Cyberspace' by Purdy Design, just like in Ultimate Survival 2D.
  • In order to save time, the radar is actually an orthographic camera (it has no depth) placed above the player, which is what makes it rotate accordingly. The entire map was copied above the map seen in the game, and colors were changed to fit the theme of the radar. These "radar" objects were invisible to the player's camera, but were visible to the radar camera, and vice versa for the main game objects.
  • A sequel was attempted (which planned to feature original models) was cancelled due to lack of 3D model-making and texture-mapping skill.

Date

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Date

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Creator: Nathan Jew

Format: Unity Web Player

Dimensions: 1024x768

Completion: Demo

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Copyright © Nathan Jew