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891035 Posts in 33520 Topics- by 24764 Members - Latest Member: Soga

June 18, 2013, 05:46:39 PM
TIGSource ForumsDeveloperFeedback"Dread", a top-down action / horror roguelike. Free Alpha
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Author Topic: "Dread", a top-down action / horror roguelike. Free Alpha  (Read 1921 times)
Mikesta
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« Reply #15 on: April 04, 2012, 04:24:50 AM »

I had a lot of fun with the demo. I love the suspense of turning a corner not knowing what will be lurking there.

However, I would like to suggest adding a couple of things. First of all, have you considered adding windows to some of the rooms, which could allow you to peer through and see a small portion of the room? You could really up the suspense, I think, by allowing the player to see a few of the many creatures lurking in a particularly dangerous room. Perhaps the cone of vision through the window would be really small.

It would also give players a little more of the information they need to decide whether to make a go at that particular room now, or wait and come back when they find better weapons or have more health.

Also, I'd consider adding something like what Anna Anthropy talks about in this article:

http://www.auntiepixelante.com/?p=1319

Specifically, Anthropy talks about how in AD&D: Cloudy Mountain, players are often given audible and visual cues that inform them of nearby dangers. I think you could do something like this to great effect. Hissing noises, groans and growls could inform you that creatures are near, and each creature could have a distinct sound.

Also, imagine how cool it would be for the player to encounter a half-eaten human corpse, and know that some really frightening creature (perhaps something you rarely encounter that deals a ton of damage and takes a ton of hits to kill) must be nearby.

Anyway, just thought I'd share a couple of ideas with you. Really like the game, and I'm looking forward to seeing how it progresses.
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zoq
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« Reply #16 on: April 04, 2012, 04:38:49 AM »

This looks pretty cool. I have personally always liked LOS/light based gameplay. I'll try to test this later. A couple of notes based on my imagination of what this is (I'm a fan of tactical gameplay, so the thoughts are biased to that direction):
-Windows are definitely a nice idea. Maybe you could also shoot trough them?
-My favorite ever toy in a game is the optical wand from SWAT games. It might also fit here quite well. Basically, it lets you look around corners and in doorways etc without anyone noticing.
-Mirrors could also be nice, but I suspect they might be a bit tricky to program.
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Mikesta
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« Reply #17 on: April 04, 2012, 05:32:02 AM »

I wouldn't let you shoot through the windows. I think their purpose should be to inform the player as to the level of danger in the room (but only vaguely) and to build suspense.

I think shooting through them would be easy to exploit and it would take away a lot of the tension.
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zoq
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« Reply #18 on: April 04, 2012, 05:52:57 AM »

I wouldn't let you shoot through the windows. I think their purpose should be to inform the player as to the level of danger in the room (but only vaguely) and to build suspense.

I think shooting through them would be easy to exploit and it would take away a lot of the tension.

That's true. At the very least, it would make AI more difficult to code, as it would need to be able to stay outside of the shooting zone to prevent easymode.
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Berick
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« Reply #19 on: April 04, 2012, 10:22:19 AM »

Mikesta: Thanks! Glad you liked it.

Windows are already on the to-do list, both breakable (there will be enemies that shoot too, and the melee enemies will climb through broken windows, so the tactical advantage will go both ways) and bullet-proof. As well as things like destroyable walls / doors that will allow some of the stronger enemies to literally tear through a level to get to you.

There's a ton of work to be done on the audio aspect of the game. Including creature specific audio cues, music that reacts / builds / subsides to events on screen, etc... Personally, I feel that audio is one of the most important parts of creating a horror environment.

I agree with the bodies idea, and I'll also be having "battle signs", blood streaks leading into rooms, etc... The art team is working on stuff like that now.

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Zoq: I hope you enjoy it!

On the to-do list are "deployable cameras" that will allow the player to have some areas always in view. It wouldn't be too hard to also include an "around the corner mirror", good idea!
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Mikesta
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« Reply #20 on: April 04, 2012, 04:35:30 PM »

Cool, sounds like the game is shaping up pretty awesomely. Really looking forward to the next build.
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