doors seek chase script implementation is probably the single most requested thing for aspiring horror game devs on Roblox right now. If you've spent any time in the terrifying hallways of Doors, you know exactly why. That moment when the lights flicker, the black sludge starts bubbling up from the floor, and those creepy eyes begin to stare at you from the walls—it's peak atmosphere. Recreating that specific "Seek" chase isn't just about making a monster move from point A to point B; it's about timing, environment manipulation, and a whole lot of clever Luau scripting.
When you're looking at a doors seek chase script, you're really looking at a complex sequence of events that triggers based on the player's progress. It's not a static entity that just wanders around. Seek is a scripted event that forces the player into a high-stakes obstacle course. To get this right, you have to think about how the game handles room generation and how the AI knows exactly where you are without feeling unfair or buggy.
Breaking Down the Seek Mechanics
Before you even touch your script editor, you've got to understand what makes the Seek chase actually work. It's not just a guy running after you. It's a choreographed sequence. First, there's the "pre-chase" phase where the eyes appear on the walls. This is usually handled by a script that checks which room the player is in and randomly spawns "Eye" decals or parts on the walls of upcoming rooms.
Then, there's the trigger. Usually, this is a specific hallway that's longer than the rest. Once the player hits a certain ProximityPrompt or enters a specific Zone, the doors seek chase script kicks into high gear. The lights go out, the music shifts to that iconic frantic beat, and the Seek model spawns behind the player.
One thing people often overlook when writing their own version is the "hallway generation." In the original game, the chase happens through several rooms that are pre-determined but feel seamless. If you're building your own, your script needs to manage the transparency and "CanCollide" properties of doors and obstacles in real-time so the player doesn't get stuck on a random piece of furniture.
Writing the Core Logic
The heart of a doors seek chase script lies in the RunService. You aren't just using Humanoid:MoveTo(). If you rely solely on the default Roblox pathfinding for a high-speed chase, Seek is going to look clunky and get stuck on corners. Most high-quality scripts use a combination of TweenService for smooth movement and Raycasting to detect if the player is within a "kill zone."
To make it feel professional, you'll want to script Seek so he follows a set of nodes. Think of nodes as invisible breadcrumbs placed in the center of the hallway. As Seek moves, he's constantly checking for the next node. This ensures he stays in the middle of the path and doesn't clip through the walls like a ghost—unless that's the vibe you're going for, I guess.
Here's a tip: don't make Seek move at a constant speed. If he moves at 20 studs per second and the player moves at 16, the chase is over in three seconds. You want to script a "rubber-banding" effect. If the player is doing well, Seek stays close enough to be scary but far enough to be beatable. If the player trips on an obstacle, the script should actually slow Seek down slightly for a split second to give them a fighting chance. It's a cheap trick, but it makes the game feel way more balanced.
Obstacles and Interactive Elements
The Seek chase would be boring if it were just a straight line. You need those crouch-under-the-desk moments and the "go left or go right" choices. This is where your doors seek chase script needs to talk to the environment.
You can use a RemoteEvent to signal to the client when a chase starts. On the client side, you can handle things like camera shake and the blue "guiding lights" that show the player where to go. Honestly, those guiding lights are a genius design choice. They keep the player from getting frustrated in the dark while keeping the pressure high. In your script, you can simply have a folder of parts that become visible or start glowing whenever the Seek event is active.
Crouching is another big one. You'll need a local script that detects when the player is near a low obstacle and forces them into a crouch animation, or at least lowers their Humanoid.HipHeight. If your script doesn't account for this, players will just run into a table and die, which is more funny than scary.
Adding the Visual Flair
Let's talk about the "black gunk." That oily, shimmering floor effect is a huge part of the Seek aesthetic. You can achieve this by using a custom texture with a bit of "Reflectance" and "Transparency" and then animating the Texture.Offset in a loop. When the doors seek chase script triggers, you can use a simple for loop to scale these "puddles" up from the ground.
Lighting is equally important. You should have your script override the Lighting.Ambient and Lighting.OutdoorAmbient settings. Drop them down to near black, maybe add a slight purple or deep blue tint. This shift in color tells the player's brain, "Okay, the rules have changed, run now."
Don't forget the camera! A little bit of FieldOfView manipulation goes a long way. When Seek gets closer, you can script the FOV to increase slightly, which gives a sensation of speed and panic. It's a subtle touch, but it's what separates a "free model" feel from a polished indie game.
Optimization and Lag Prevention
One thing that kills a good horror game is lag. If your doors seek chase script is too heavy, the player will stutter, and Seek will teleport into their face. To avoid this, keep as much as you can on the client side. The server should handle the "Kill" logic and the position of the monster, but the visual effects, the sound, and the UI should all be handled by the player's computer.
Also, make sure you're cleaning up after yourself. Once the chase is over and the player reaches the final door, your script should destroy the Seek model and reset the lighting. Leaving dozens of "Eye" parts and invisible nodes behind will eventually tank your game's performance after a few rounds.
Why It's Worth the Effort
Setting up a full doors seek chase script is a bit of a headache, especially when you're debugging why Seek decided to fly into the ceiling for no reason. But once you get it working? It's the coolest thing ever. There's a reason Doors became such a massive hit; it's all about these scripted, cinematic experiences that make the player feel like they're in a movie.
By breaking the chase down into smaller parts—movement nodes, environment triggers, and client-side effects—you can build something that's actually unique. Maybe your version of Seek doesn't come from the floor; maybe it crashes through the ceiling. Maybe instead of crouching, the player has to jump over gaps. The logic remains the same, but the "flavor" is all yours.
So, get into Studio, start messing with those TweenService functions, and don't be afraid to break things. Every failed script is just a step closer to making a chase that'll keep players up at night. Just remember to test it with a friend, because nothing reveals a bug in your Seek script faster than someone trying to "cheese" it by jumping on a bookshelf. Happy developing!