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jefferytitan

Member Since 03 Nov 2009
Offline Last Active Jan 22 2016 03:11 AM

Topics I've Started

Mechanical/electrical themed puzzle design for FPS/horror

18 January 2016 - 06:11 PM

Hi all,

 

I'm trying to come up with ideas for puzzle-like elements to include in a FPS/horror game. The general idea is that the player is trapped in an area with one or two rooms, surrounded by enemies. They need to keep the enemies out by using things like security cameras, automated doors, automated weapons, etc. I want an air of scarcity and making do with what they have, e.g. limited power generation rate, limited wires/fuses/etc. The sort of attributes I'm looking for are:

  • No mini-games, everything is simple FPS movement, timing, inventory and one button interaction.
  • Complexity from system interactions, in the same way that the elements of Portal are simple but the puzzles are complex.
  • Elements are electrical or mechanical, such as an airlock that has a fixed pattern of interaction, but you can pull the power on it while it's half way through cycling to leave it open an expose enemies to space.
  • No single solution, but more trying to min/max a complex system.

I'm somewhat inspired by this video by the delightful Many a True Nerd of the game Tharsis, which is a complex dice-based space survival game. Simple elements, difficult decisions. However I don't see any direct applicability to my idea, perhaps there's some genre which is a better match?

 

Very specific requests I know, any suggestions would be appreciated.

 

Thanks,

JT


Basic wind simulation in a large building

04 June 2015 - 01:47 PM

Hi all,

 

I'm looking at putting simple wind physics into our game, e.g. making particles and lights hanging from the ceiling blow around. It's set inside a large building, e.g. 10-30 rooms to a floor. I'm looking for a way to simulate wind without too much performance cost.

 

What I'm looking for is a combination of randomness and pattern. I don't want all lights swinging together, but in a long hallway it would look silly if each moved independently of the others.

 

A few thoughts:

  • Fluid simulation: difficult and costly.
  • Perlin noise: only has a magnitude, no vector. Ignores the building structure.
  • Perlin noise times prevailing direction of each hallway. Fine for hallways, not great for rooms or junctions.

Any suggestions?

 

Thanks,

JT


Phantasmal - roguelike survival horror

23 February 2015 - 04:08 PM

Hi all,

 

I've been on sabbatical from the forum for some time helping some people out with the roguelike horror game Phantasmal. Joe (the head honcho) ran a successful Kickstarter and got it Greenlit on Steam:

https://www.kickstarter.com/projects/656253074/phantasmal-a-roguelike-survival-horror-game

http://steamcommunity.com/sharedfiles/filedetails/?id=291861158

 

We also were lucky enough that PewDiePie had a look at our pre-alpha version:

http://www.pewdiepie.com/video/3YcqBYt5XaAY/

 

A lot's changed since then - with the Kickstarter funds we're revamping the game from a generic haunted mansion theme to our preferred setting of the (now destroyed) Kowloon Walled City near Hong Kong. We're playing catch-up with social media currently. We're working on a new trailer which shows off the new art, sound and features.

 

Joe's also going to be at GDC demoing our game, so please drop by and say hi! Assuming we iron out the bugs in time we'll be showing an Oculus Rift DK2 build, so it should be a bit of fun!

 

Below is a gameplay video/dev interview by the Average Giants for IGM (the cover image is NOT our game, they review two games):

 

And below is a little screenshot of some of the updated art assets:

524f2587e94bfcd60a68d275001038d1_origina

 

Cheers,

JT


Writing for a roguelike

29 January 2015 - 09:18 PM

I'm on a team that's working on a roguelike horror game. Due to the nature of a roguelike death will be frequent, so the successful story path can't be particularly long. We're also not planning on a huge amount of branching, to avoid the exponential problem. There will be little to no dialogue and little to no cutscenes.

 

So here's my questions:

  • What storytelling tools are available for this format? Currently all that comes to mind is notes, environment, and opponent behaviour.
  • How can we tell a story that's rich enough without either too much length or too much branching, and without boring the player through repetition? The main tool that comes to mind is environmental storytelling, e.g. like what one finds in the Fallout games or Gone Home.
  • Are there any good techniques for writing such a story knowing that it may not be very narrative and may not be delivered linearly?

 

 


Anybody know where GoCatGo is?

27 November 2014 - 02:07 PM

Last I heard, he was working on a Halloween project. Then poof, 2 months have gone by with no logins. Weird. I hope all is well!


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