Some days ago wandering on the asset store I found this asset with discounted price and gave me an idea about something I wanted to do: an old style survival horror framework.
yesterday I’ve uploaded a little sneak peak video about the progress by far:
Features presented on the video:
camera triggers (camera is switched once you hit a trigger).
different type of following cameras (only shows 2 of the 3 types i’ve made by far)
old school player control (at the moment, preety basic. No aiming shooting mechanics at the moment)
event triggers (very primitive at the moment).
cinematic scene manager.
Planned features for the framework:
2 types of player control (old school and new one).
Enemy AI.
camera triggers and configurable camera properties.
old school inventory system (kinda like the old Resident Evil/Biohazard games).
Hahahaha, this has me laughing hard right now because my brother and I were thinking about doing something like this too. We actually went through the rendition about how survival horrors were great back then when they were like this. Even Ecstatica was amazing because of this style. Look forward into watching you add more. Awesome work so far!
maybe is being developed SPECIALLY for make old style survival horror games. But if you realize the same game mechanics (or similar) are in other non-survival horror games, or better say, action adventures (We can talk about Dark Earth for PC, Fear Effect series for PSX and more). we can say that you can do the following kind of games (and maybe more):
Action Adventure (References: Fear Effect and Dark Earth between others)
“non point and click” Graphic Adventure (I haven’t got a reference in mind right now…).
Survival Horror (obviously, with its obvious references)
Any game genre that needs what the framework offers.
At the moment, I’m focusing making the old controls that RE/Silent Hill and a great quantity of action adventures/survival horror had. Plus a renewed version of those old controls for making it more agile (you know that “the left/Right to rotate and up/down to walk forward/backwards” movement controls, per example, are too problematic and outdated for the actual control standarts).
the first version of the AAF won’t have that kind of control scheme you asked. But It’ll be something that I’ll implement on the next version of the framework, of course (I know exactly the great part of the new action adventures/survival horrors have that kind of control, so it could be kinda ilogic not implement it).