ZH: Prologue (Classic Survival Horror Game)

I combined an old fixed camera script that I had, with the power of Cinemachines to make a complete system of fixed cameras (sometimes the virtual cameras created with clearshot do not make correct transitions) based on areas of vision (Box Colliders and Triggers). in this way I can combine fixed cameras, dolly tracks and cameras that follow the player and at the same time making smooth transitions. Simple but efficient.

This is the result so far

* Some textures flashes when interacting with lights because I have not baked lightmaps.
* The positions of the cameras are not final.
* Design of the school obviously is not the final one, in fact this is only a prototype in early development.

Also, this is a serious project. I have been documenting my self in the development of video games for the last 6 years, and it was not until recently that I started the project definitively.
I just moved this project from Blender Game Engine, I’m still getting used to some things.

If you like the concept, feel free to follow me on my blog, I’ll be posting updates constantly, about the project status. also I am planning to use other platforms as well, to build a community around it.

Oh man, that is classic Resident Evil, that camera system is ace.

As you mention, the graphics are in prototype, but the direction you’re heading in is promising. Especially the sidewalk scene, and the sunset lighting is great use of foreshadowing for the theme of the game.

Perhaps more use of color in lighting will set the mood. It’s fun to play with lighting see how big of an impact it has on the mood.

At certain stages, like 0:25 of video, the camera is in a pretty nasty position for fighting enemies, but if it’s just a transitional safe area maybe it’s not so bad. It is certainly a unique camera style. Interesting how you can present so much tension by hiding the next room from the player before they move to the next room.

Are you implementing a system for opening doors, and climbing ladders and the like? In Resident Evil style those are very interesting part of the game.

Thank you!
Yes, i am planning to implement those classic door animations with the possibility of skipping them.

I actually don’t like that camera position either. But all positions are not definitive, so 100% probably i will changing some of em.

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