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The 0.1.3 alpha is now safe to make videos if anyone wants to. Thanks for waiting!

Still working on 0.2. The basic AI has been functional since before the first version, but actually setting him up to move around the house properly and taking all the scenarios and tactics he can use into account makes polishing everything a lot harder.

The general gameplay is like Meat Cleaver Mutilator or Nightripper (and Granny), but hopefully a bit more advanced. The killer patrols the house searching for you. He can also hear your footsteps, doors creaking and bells (I'm going to add a few traps that can be triggered) and your visibility depends on the lighting (so you can hide from him in the dark)

Here's where I've kind of run into a problem: I was initially planing to included light switches for most of the rooms. But the psx shaders I'm using (which are actually authentic to the psx hardware) don't support shadows. So light bleeds through the walls.

^ this room should be dark but the floor is by the light on the other side of the wall. It's obviously an immersion problem, but more than that, light bleeding would make it hard to tell if the killer can see you or not.

The more I think about it, toggling room lights doesn't really add to the gameplay. It's cool and fun to do but it really doesn't have much impact besides possibly tricking the killer into thinking you're in a different room than you are.

So that's kind of long winded explanation of why I'm going to remove the lightswitch feature and the house will have mostly static lighting.

I'm still on the fence of whether the killer should carry a flashlight or not. Him having one basically eliminates any chance of hiding in the shadows (since he's shining the light everywhere) but it also increases the tension when he's close by. The best solution might be including an easy and hard mode. In hardmode he has the flashlight (and some other more advanced tactics)

Thats it for now. More coming next week

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