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Work in Progress / Robot Island

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C0wbox
18
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Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 18th May 2008 00:53
@ Turtle Soup
Hehe, so basically you're doing the cheat-animation like I am in Vision where each limb is just another object cleverly positioned about the body.

And also, I've noticed that to make a game scary, as well as the in-your-face wet-your-pants stuff, you need things that are just a little bit odd, or spooky. Kinda like the Gman from the Half Life series... he's always there, in the background, looking at you and it kinda creeps you out.

Another good way to do things like this would be to have wierd things that don't normally happen, like a face appearing out of a wall for a split second and then vanishing again once you realise it. xD

cyril
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Location: 7 miles away from big ben
Posted: 18th May 2008 00:53 Edited at: 18th May 2008 00:54
Quote: ""creepier than Silent Hill and Doom3 combined""


This gives me alot of questions to asks

is it a first or third person shooter?

what effects (shaders) will you have on screen?

and most importantly do you have a name for it.

Just asking.

good luck with your new idea
Penfold
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Location: RED postbox houses of parliment
Posted: 18th May 2008 01:01
Scary would be a notice at start *please play at home on your own in the dark with the lights off. make sure your surround sound is working properly or that your headphones are jammed in well.

then at what seems the most passive part of the game screech in ears as you fell a zombie out of a wardrobe or something.

'Ooh 'eck chief'...'crumbs'
Turtle Soup
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Posted: 18th May 2008 02:24
yeah iv been thinking about sound alot lately. breathing, voices, weird electronic elongated breakin sounds like you get on alot of horror games and movies when something scary happens

what about themes, ...Ghostsly (e.g Fatal Frame 1 & 2), Deamonic (e.g Doom), Psycological (e.g Silent Hill), Alien/futuristic (e.g Alien Vs Predator), etc

Turtle Soup
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Posted: 18th May 2008 02:35 Edited at: 18th May 2008 02:39
--------------------------------------

@ C0wbox

i know what you mean about the G-MAN on half life. when you saw him it was scary. it gave the impression that the game was "thinking" which really scares me

I definatly want something like that in my game...
like when you play a game and something happens that makes you wonder if that could have possibly been scripted...it makes you think... "maybe its not just a game" this happens alot in silent hill


----------------------------------

the way i see it, there are 2 types of horror games out there
you have your "monster jump out at you and shock you" (Doom) games
and your "monster noises but no monster...maybe it was u mind...oh look, a little girl...." (S.H) games...which are always much scarier in teh long run, but a combination of these two types would be really good

how to achieve that however, is another story

Turtle Soup
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Posted: 18th May 2008 02:51
@ cyril

no name yet

i intend to have water, parallax/offset, Bloom/HDR and shadows
all of which are already implimented...except the HDR, it needs a bit of work

And the game will be 1st person...thats all i am sure of. cos i cant animate very well...so

jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 18th May 2008 04:23
You know what sucks? I have an expensive PRO MIDI sound bank (Korg) - that connects to my keyboard, but the Power Supply got fried, and its not easy to get them.

I'm a musician, but sounds on it are so good - you don't even have to be a musician to get CRAZY sound tracks!

*** Got to Order Power supply**** hmmm...

Turtle Soup
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Posted: 18th May 2008 12:42 Edited at: 18th May 2008 12:44
THAT really does suck. I could use someone with a keyboard and experience of such things.

i try to use Audacity when im really struggling for sounds. I'll see what i can do for this
but YES, get that power cable sorted Sage!







I hope no1 expects much work to be done this week though. next saturday i will have a good slog at it and see what i can do in terms of actually progressing the game (adding some AI, detailed level parts,etc), but ALL this week i have exams everyday -.-
Il probably end up designing levels on the page again like i did in GCSE...meh

Here is just a random pic, from a week back b4 the horror game was thought up, to keep you waiting



and a picture of me being a Ninja at the prom on thursday? Ok then...



C0wbox
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Location: 0,50,-150
Posted: 18th May 2008 12:50
@ Turtle Soup
The graphics in both pics is amazing. And I feel you should incorporate both ideas into the horror game. (Graphics/water, and scary prom dates.) xD

Turtle Soup
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Posted: 18th May 2008 12:55
HAHAHAHA! good plan

Aertic
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Location: United Kingdom
Posted: 18th May 2008 14:27
Quote: "so...what makes you scared in games?
"


Balck shadows of people, lights that turn on and the player see's a zombie gorging his face into a human brain.

nackidno
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Location: Där solen aldrig skiner
Posted: 18th May 2008 14:57 Edited at: 18th May 2008 14:57
Things climbing on wall?

Vent door brake up, disturbing sound and a monster climbs through the opening and disappear into darkness?(On wall)

Flying, flesh-eating...birds?

Something walking on it's hands, with no legs. Two heads and an extra arm coming out from it's back?

Earthquake, lights goes off and you hear disturbing sounds. Light goes on again, there is blood stains leading into a door. Door breaks up and a monster jumps into you, trying to kill you.

Zombie dogs?

Nightmares?

An abandoned mental hospital with mutated zombie doctors and nurses?
And don't forget crazy, super creepy mutated things just hanging on the walls.

Uhh... Never mind..

Footsteps W.I.P
Trala'em Goes Oblivion (TES IV Mod)
Roxas
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Posted: 18th May 2008 15:31
Dude! Are you me from future O_O .. Now thats scary.

Your signature has been erased by a mod because it was too big
sinisterstuf
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Location: Namibia, Southern Africa
Posted: 18th May 2008 15:59
I think that another way to be scared or more, afraid is if you can kind of get the player to be the character. If that makes sense. Also you should have something really strong that is difficult to beat so u r afraid of it.
Also there should be instances where you think that something is there, that something's waiting for you but you don't know where exactly or when or from where it might strike if it even exists and wasn't just your paranoid imagination. Because uncertainty plays a big role. So also you should have things that make you uncertain like, did I just see a guy with an axe standing behind me in the passage and you look again but you don't see him. You know? Also if you had stuff change like writing in blood appearing on the wall and then it's gone when you come again... Also any stuff like that or like making visibility poor increases uncertainty and helps set the atmosphere.
Mood is also important because if the atmosphere is creepy you are more likely to be creeped out. For example; eerie music & SFX, wailing. Also the setting, like an abandoned house... Or if there is lightning. Lightning and flikkering lights and shuddereing/smashing/falling objects are also good also to give the player a jump.
The only other thing is that when you think the player is at the climax of the creepy tensions & suspense stuff, like he is totally creeped out you could either suddenly have him be attacked or massive explosion or monster in your face or attacking from behind thing. Or you could have nothing happend so that when he leaves and realises it was safe he will expect the same thing next time and have the crap scared out of him when it's different!
Oops, I wrote a lot, sorry, hope that helped

Happy, always happy!
sinisterstuf
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Location: Namibia, Southern Africa
Posted: 18th May 2008 17:38
Maybe you could booby trap the whole place!

Happy, always happy!
Turtle Soup
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Posted: 18th May 2008 17:42
@ Sinister Stuff

youve pretty much hit the nail on the head with all that. thats pretty much EXACTLY the type of game i want to create. i love it in games when you see something that creeps you out, and when you look back it isnt there, or something else is.

It makes the player feel as if the game is affecting their own psychie (sp) and even though they know that its just a game. it breaks down that "forth wall" between the player and the game


@ nakidno

Thanks for all the random advice
i like the earhquake and light one, i think i might have to do something with that











I find its the way you design the levels that adds alot of the tension.

For example just having blood isnt scary. blood represents injury, and an injured enemy is no threat. Writing on a wall in blood, however, is. It makes the player "fill in the gaps" of how the blood might have got there...

Another example is a corridor that end with two perpendicular corridors in opposite directions, both dimly lit. you darnt go down one, incase as you turn, a monster from the other is waiting. Its forces the player to edge their way round, or just clench their but cheeks and run.

Turtle Soup
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Posted: 18th May 2008 17:44
@ Sinister Stuff

booby trap?

Agent Dink
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Posted: 18th May 2008 18:15 Edited at: 18th May 2008 18:16
Quote: "so...what makes you scared in games"


I always think it's cool when things disappear around corners or into shadows but there is no other way out of the room other than where you come in.

You could then do better to make it appear behind you with a loud shriek and you only turn around in time to see a table being whipped at you

Turtle Soup
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Posted: 18th May 2008 18:36
hmmm good idea Dink
i could definatly use shadows to my advantage i think

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