Thanks for so much reference. They are too complex, and I think I will choose guerrilla process.
I just read part 1, that is so good.
That image was for reference only, I mean you need to RESEARCH, not look at my image I google quickly and says itâs too complex, you wonât ever know given what you share. It doesnât matter how guerilla you go, you canât put the cart before the wheel.
Tell that to the roguelike community. ASCII (and ANSI) is positively ancient compared to the graphics you claim are dead and yet there are people who not only are perfectly happy playing them but would argue that a game canât be a roguelike without support for them.
Also time to remember that both pokemin and minecraft were smash success with game vastly superior in âmainstreamâ visual. Just like Unturned is still one the top play steam gamewith blocky graphics and roblox is smashing so much that itâs vernacular âoofâ has become internet lingo beyond the game community.
Okay.
Hereâs an almost easy way to figure out, how to design a horror game.
Make/prototype a simple horror game, with just cubes.
And make a simple looking 3d enviroment, with simple cubes obstacles
or sphere obstacles and an exit on the other side.
The grey cube is you the player, and the red cube is the monster
programmed to chase after you, through the stage. And when you
reach the exit, you are saved and win the game.
If however, the monster red cube touches you, itâs game over.
Or make lots of red cubes, (monsters), chasing after the player (grey cube)
who has to get to the exit, to save himself.
After playing your test game a few times, youâll get a basic yet good idea,
of how to design a horror game. And youâll understand the feeling and
immersion, that horror game fans, like in horror games.
You can use this basic idea, to understand horror games, before you make
your own real horror game.
That most likely wont work for horror game (at least for me, I cant be not scared easily I think). If I have to choose between cubic horror and text based horror, Iâll most likely go with text based since it will easier to fill the gap between the game and the player since thereâs still plenty of room for imagination, while OTOH, it will be hard to imagine/believe a horror story where your visual is filled with a bunch of cubes (or ascii character) chasing around another cube(or another ascii).
Are we still talking about horror games?
You would be surprise
- minecraft: creeper stuff and the first night when the game was out (or cave)
- Pokemon lavender town and some pokemon description has created many existantialist realization into player, and that song man, brrrr
Horror isnât just about scary, it can be about dread, game like fnaf wasnât about the scare jump, but the dread when you start to piece the lore and understanding whatâs happening, itâs about uncertainty, anticipation, and existantial realization. When you have something cheerful and it hide a dark undertone itâs kinda effective because you arenât expecting it, hence why the overuse of children in horror.
basic horror game : make a maze from cubes. player has no weapons. First person, limited FOV, slow turn radius. a big bad capsule that moves faster than you is in the maze and if it touches you you will die. Players only chance is that the capsule makes eerie footstep noises that echo. So you go slow and listen. You hear it coming down the hall way, you got to decide quick if you want to risk moving quick
Take it one step further by cluttering some stuff on the ground that is shiny. Make the environment dark with just a few rays of moonlight. If player doesnât notice shiny stuff on floor and steps on it, big bad capsule gonna get him.
So you can use basic FPS controller, and work on basic AI movement and detection via sight and sound. Important stuff. You also start thinking about whats the minimalistic ways you can use basic sounds, lighting, and player controller to build suspense and tense gameplay.
Try something like that first. All the FX and animations may be necessary to make it truly terrifying, but get the basics down first. Maybe it takes a few days or a week to get up and running. Then get some friends to play it. Write down what they say. These are your notes for the future.
Then, high on your great success, try something new.
I donât recommend primitives for a demo because of immersion. I think free asset probuilder is much better.
I want to use probuilder for quick prototype on map design, and I still donât find a fit tutorial.
Not everything is going to have a tutorial. Youâre going to have to learn to teach yourself.
I just want to save time. Tutorials are very helpful for saving time than self learning.
By the way, I find a tutorial of Probuilder (10 hours work remake a Doom scene), it looks cool but it was made 4 years ago.
Yeah, but if you spend all your time looking for tutorials instead of teaching yourself youâre going to waste more time.
When I was in the army, there was a group of guys who were always talking about how they were gonna get âswollâ. They just had to wait for their supplements to ship in the mail. Couldnât get started without the supps.
They never got swoll. Didnât even get in good shape, besides the exercise that was mandatory.
I have the habit of searching for tutorials before start to learn.
Sharpening your axe will not delay your job of cutting wood.
You havenât picked up the axe.
Just get started. You will surprise yourself.
I think tutorial and supps are important. They failed because of other reasons.
They failed because they wonât do work. I know, I was there.
I was like you, once.
Then I learned to teach myself. I stopped relying on tutorials and started relying on implementing concepts by learning how things worked rather than how to do things.
Thatâs my next step. In fact, I met a lot of difficulites there are no tutorials.