Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

879070 Posts in 32956 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 07:23:52 AM
TIGSource ForumsDeveloperCreativeDesignCan "nothing" be scary? {Exploration demo, need help]
Pages: 1 ... 7 8 [9] 10 11
Print
Author Topic: Can "nothing" be scary? {Exploration demo, need help]  (Read 14460 times)
null & void
Level 1
*


View Profile
« Reply #120 on: January 26, 2009, 07:03:17 PM »

I like the dark grey fog BECAUSE it's unrealistic. It's surreal. It's unnatural. It messes with you.

The moving texture would be better, but I'd like to see it like more of a wall of ash that always stays the same distance away from you than thick Silent Hill/Siren mist. "Poor drawing ability" to you is "beautiful workmanship" to me.
Logged
nayon
Level 5
*****


dickfish


View Profile Email
« Reply #121 on: January 27, 2009, 12:17:02 AM »

The fog is intentionally so thick, as I'm a fan of the Silent Hill and Siren series.

I could remove the fog, it doesn't change anything efficiency-wise, but I lose aesthetic value, in my opinion.

By the way, I have another demo with some creepy areas enhanced, but it is spoilerific with regards to the direction I'm taking this. Should I post it?
Logged

null & void
Level 1
*


View Profile
« Reply #122 on: January 27, 2009, 01:14:44 AM »

I say post it.
Logged
nayon
Level 5
*****


dickfish


View Profile Email
« Reply #123 on: January 27, 2009, 02:06:46 AM »

Hm, wait, it runs at even lower fps... I shall optimize first then post it.
Logged

nayon
Level 5
*****


dickfish


View Profile Email
« Reply #124 on: January 27, 2009, 02:33:51 PM »

Problems, problems. I may have to ditch the city and rewrite the engine. My resolve is stronger than ever though! Keep watching!

I also believe I can come up with a better setting, and I got carried away and made stupid mistakes while designing the rest of the city. So now I'll work in a more planned fashion and I'll produce a better atmosphere.

I want this to be quality.
Logged

null & void
Level 1
*


View Profile
« Reply #125 on: January 27, 2009, 02:42:32 PM »

Hopefully less lag!
Logged
Kegluneq
Level 2
**



View Profile Email
« Reply #126 on: January 28, 2009, 04:26:10 PM »

I like the dark grey fog BECAUSE it's unrealistic. It's surreal. It's unnatural. It messes with you.

The moving texture would be better, but I'd like to see it like more of a wall of ash that always stays the same distance away from you than thick Silent Hill/Siren mist. "Poor drawing ability" to you is "beautiful workmanship" to me.
It's really mostly the staticness of the fog, it definitely needs to move. If wisps of the outer fog could make shapes like a creepy face or something, that would REALLY be scary.
Logged
Nitro Crate
Level 3
***



View Profile
« Reply #127 on: January 28, 2009, 06:14:16 PM »

Something neat you could add would be garbled text that becomes more and more readable as you get closer. When you're finally right up against it, you can read it saying something like "Behind you..." in blood. It'd be funny to see how long it would take an unknowing player to muster up the courage to actually turn around.
Logged
Seth
Guest
« Reply #128 on: January 28, 2009, 10:32:14 PM »

In Peter Straub's novel Ghost Story a character describes The Red Badge of Courage as "a great ghost story in which the ghost never appears."  I've never read either but perhaps a read through it would be interesting for this purpose.
Logged
Jaleho
Level 0
**


View Profile Email
« Reply #129 on: February 01, 2009, 04:17:00 PM »

Hey, I'm going to be taking a stab at the level design for this game. I think I may have two key elements that will help here:

1. Obscured vision: A big open field isn't really scary. If you can see in all directions, then you know what to expect. Also, a flat solid wall, while confining, also has a sense of security. However, a place with obstacles that allow partial vision, such as a stock room, or a cathedral filled with pillars, or an orchard, or a cemetery with iron gates and lots of masoleums... it's the kind of thing that makes you wonder if you really saw everything there was to see the first time you looked at something. The idea that you can see a place just a couple feet away but can't get there directly makes you remember there are guns and tentacles that COULD reach you there, and if there is space above or beside an opening where someone could fit, whose to say they aren't watching YOU the second you turn your back?

2. Places that SHOULD be filled with people: Countering the first idea, sometimes big open spaces CAN be scary -- especially when you expect them to be populated. Hospitals. Playgrounds. Suburban neighborhoods. Malls. Trains and Subway stations. These are even scarier when NOT run down and broken, because it makes you think "this is a perfectly fine working place -- why isn't anyone here using it?" Evidence that a place was evacuated (in some fashion) in a hurry (a discarded teddy bear or a bag of groceries spilled out) without any evidence WHY the people suddenly vanished is even creepier. Blood stains or explosion craters tell the story for you, but a mystery lets the player create a story even scarier than the writer could have come up with, because they have their OWN memories and fears to draw from directly.
Logged
nayon
Level 5
*****


dickfish


View Profile Email
« Reply #130 on: February 01, 2009, 09:59:50 PM »

Yep, Jaleho's onboard now and with me working on the new engine this will hopefully go a LOT faster than before :D
Logged

Jad
Level 4
****


Bomb Boy


View Profile WWW Email
« Reply #131 on: February 02, 2009, 07:17:02 AM »

Something neat you could add would be garbled text that becomes more and more readable as you get closer. When you're finally right up against it, you can read it saying something like "Behind you..." in blood. It'd be funny to see how long it would take an unknowing player to muster up the courage to actually turn around.

Anything written in blood is immediately unscary to me.

NaYoN, no blood that writes shit anywhere in this game please.

Blood oozing out of unliving objects? Yeah, that kind of things, if there is to be any blood. Something that glitches like it's broken AND bleeds would be a cute combination of carnal and digital damage.

: D
Logged
nayon
Level 5
*****


dickfish


View Profile Email
« Reply #132 on: February 02, 2009, 07:52:27 AM »

Well I had tested a level with blood writings, and it looked ass-bad so I decided not to do it.

Then I made a hole bleed blood and it looked kinda crappy too, but at least it didn't look lame.

I'll think about it.
Logged

Jaleho
Level 0
**


View Profile Email
« Reply #133 on: February 02, 2009, 11:01:29 PM »

Ok, I'm going to write a story. This story will have a lot of elements which will help to define the world. The key is, some of these elements may contradict any plot you may have, or go against the "nothing" idea, the limitations of your engine, or whatever. So after reading, feel free to go "no, don't use that, because XYZ" and that will help narrow in on what you really want.

***

Bill was startled from his sleep, first by a loud crash, and next, by a piercing alarm. Sure, it was almost noon, but he still didn't like being disturbed. He rose out of bed and rushed to his apartment window. At the end of the street below, he could see a rusty powder blue convertible, its hood crushed by the hydrant which was now shooting a fountain of water across the road. As Bill looked closer, he noticed there was no one in the driver's seat. He glanced around -- the street was completely empty. Other than a bright red minivan parked outside his complex entryway, all he could see were some newspaper pages fluttering by, caught by the wind. Bill went to call the police, but upon dialing the operator to get the local police station, no one picked up.

Confused, Bill decided to head down and check out the scene. He grabbed his jacket and headed down the hall. On the floor below, he passed his downstairs neighbor's door -- it was open. In the hallway, he saw a bag of groceries spilled out, and a sun dress piled in a heap, a sandal poking out from beneath. He poked his head in the door.

"Hello?" he called out. "Mrs. Miller? Anyone home?" He glanced around the apartment. There was a shirt and a pair of slacks laid out over the couch, and a tv was playing an old Twilight Zone episode, a man who finds himself the last survivor on earth.

Bill backed out of the room, and continued downstairs. After reaching the ground floor, he opened the door and stepped out to examine the scene. In the front seat of the car he found a suit and shoes, soaked from the hydrant leak. Bill looked around. The playground across the street, usually filled with kids, was empty, the wind blowing a swing or two back and forth a bit. He turned back, and noticed the red minivan was no longer parked outside.

Bill walked over a block to the nearby hospital, checking to see if maybe the driver was taken there after the crash. This was more interesting than looking for a job for the 12th day in a row. He walked through the automatic doors and was met with dead silence. Not a soul was in the hospital.

He began walking the halls, looking for a nurse -- a janitor -- ANYONE. Nothing. Suddenly, he saw a shape move past a window. He turned, but it was gone. Moving around discarded gurneys and the nurses station, he entered the maternity ward where he saw the shape through the glass. He found nothing - not even any newborns. The lights began to flicker, then went out. Bill quickly found his way out of the hospital. His stomach growled, and he remembered he hadn't eaten since last night. He headed over to the convenience store.

He was met yet again with an unlocked and unstaffed location. He walked down the aisle, looking for his favorite snack. As he reached the end of the row, he heard a crash. He turned, and saw a broom had fallen over and knocked down a display. He inched closer to the broom, slowly. As he reached down to pick it up, a rat jumped out from beneath the display, and rushed for the door. Bill clutched his chest and fell backwards. Muttering a few choice curse words to himself, he stood up, brushed himself off, and headed outside. He left a few dollars on the counter before leaving, figuring that would cover the snacks.

As he stepped outside, clouds began to roll in. Rain began to fall, and the sky turned dark. Bill flipped up his hoodie and began to rush home. Looking up at a particulary powerful lightning bolt, he noticed something unusual about one of the office buildings a few blocks away -- one of the lights in a window turned out, while another next to it turned on. The rain began to subside, and Bill, desperate to find someone he could work with to figure out what was going on, headed over to the office complex.

*****

Now, in this story, I've used a lot of different elements, and they all imply something. The car accident and bag of groceries imply something happened suddenly. The piles of clothes indicate only the biological bodies of the people have disappeared. The rat shows that other living things are still around. The shadowy figure in the hospital, the disappearing red minivan, and the lights in the office building seem to indicate the player may NOT be alone (even if, in the course of the game, they never actually find anyone). There are some elements of things moving on their own, such as the hydrant spray, the newspapers, the falling mop/display, the rat, the lights in the office, the weather. These would depend on your engine's ability for cutscenes or timed events, other than just free exploration of a static scene.

I'm not saying you have to use ANY of these. But deconstructing this story will really help with setting up the environment. If I know I can have moving props (a shelf that crashes over, lights that flicker out when you pass, whatever) I can design the world differently. Simply having an empty, still world with no interaction and no indication any activity had EVER taken place (as if the world is some sort of reconstructed simulation for the protagonist only) can be scary in itself.

Think of this less as a PLOT, and more of a framework. Knowing what ideas you have in mind (or what ideas you definitely do NOT want in the game -- like the piles of clothes) will help -- many of these elements may imply something you want to avoid (like some kind of religious rapture, or the idea that there is someone else is there). Maybe this is a dream, maybe it's real. Maybe all the others have been taken, maybe only YOU have been taken and this is all some elaborate "cage" for you to inhabit. It doesn't really matter at this point, apart from what elements can or can't be used in constructing the world model. And again, I don't know what your engine is capable of doing, other than displaying the model, movement and camera view, collision, and gravity.

Clarifying these points (for the designers, not necessarily the players) will make the final result stronger.
Logged
letsap
Level 4
****


Have faith...


View Profile WWW
« Reply #134 on: February 02, 2009, 11:25:24 PM »

This was pretty cool, and in response to the title: Nothing can definitely be scary. Even the sense of anticipation when I was walking down under one of the overpasses was great, but the best was looking up at the obscured, gray, towering skyscrapers. Looking up and seeing the sky pretty clearly but the buildings as just titanic shapes was spooky. The passages between the tallest buildings were probably the better areas, because it gave you a feeling of entrapment that was really cool. I had a screenshot, but apparently my clipboard ate it.. Sorry about that. One suggestion, though, is make the draw distance even shorter. If you could particle some little dust specks across the field of view, I think that would compliment it nicely.

Also, when you flesh this out into a whole game, nothing can be creepy only if you're anticipating things, I think. Be sure that something happens at some point to make the relative calm all the more unnerving. I'm sure you knew that, though.
Logged

Pages: 1 ... 7 8 [9] 10 11
Print
Jump to:  

Theme orange-lt created by panic