Recommended Posts

Posted (edited)

I have been fleshing out an idea that I want to implement in a physiological horror proof of concept for a game. (yea another one of those). My focus is to have a very solid playable demo. Its a mix of crime solving (i.e. Condemned : Criminal Origins), with a bit of Amnesia elusiveness, and some minor unconventional combat elements (i.e. Fatal Frame:: this part is still in the works). I need both feedback and advice on some mechanics i want to implement as well as game states i would like to include as well. I don't want to tote the games story around too much, so ill be brief. The game centers around a person suffering from severe mental illness. The goal of the game is to avoid going insane. I scrapped the traditional health system in favor for a system that requires you to find and take doses of medicine to subdue the mental illness. So first as feedback, is this a system that would work period, and if so, how can i implement that so that it doesn't become redundant and predictable? I have addressed (well somewhat) what would happen if the player loses their sanity. They go into a state of pshycosis , and have to find medicine to bring themselves back. This will bring on a change in the game state completely and the player won't be able to complete the game until they re up on their meds. I have been also toying with the idea of having the player randomly loses their senses when they might need it the most. That would of course only be sight and hearing. I was thinking having the camera blur when there is a need, or having a blocking volume for the sound if a player is attempting to follow noises. 

I have a tendency to jump all around the place when i talk so if anything is confusing please let me know. I really seem pretty stuck at this point

 

Edited by ArmideonOkawa
Used wrong word to describe a part of my project.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Forum Statistics

    • Total Topics
      628676
    • Total Posts
      2984175
  • Similar Content

    • By Jomissle
      Hi guys
      I'm trying to design a Boss which has a special mechanism based on a 2.5D ARPG. In some cases,it can generate a lot of fog,then the players only have a limited view.
      This situation has a feature: Players don't know where the Boss is and the surrouding situation,I want to make sth interesting based on this.
      on this occasion,I have several ideas:
      1. Boss have different ability in the fog,like being much more powerful,it is hard for players to avoid the skills.
      2. Players can destroy or build sth to clear away the fog,then it is easier to fight the Boss.
      I wonder is there any other things Boss can do based on the limited view of players?The ideas above are not special enough I think. Do u guys have any suggestion?
    • By DavidMT
      A team has a position open for a 3D artist and/or modeler.
      Excellent opportunity to gain experience working with a team remotely. Great chance to extend your portfolio Candidates, if successful have the chance to join the team permanently with entry-level financial benefits. Revenue Share What they expect
      Excellent communication skills Portfolio of previous work If you are interested please attach a CV and/or relevant works to jobs@iamdavidmt.com
       
    • By willsavino
      Hey folks,
      I recently recorded this tune for my demo reel. I'm really psyched with how the flute and guitar worked out, but I'm worried my string patches (SONiVOX Orchestral Companion - Strings) are too cheap sounding. Are these passable for a game score? I know it's context dependent, but I can't tell if I'm just being overly sensitive. 
      Thanks!
    • By Dayze213
      Hello,
       
      I have been working on a level design asset for a 2D RPG and I was wondering what would be the best way to push the concept in order to get additional assistance with improving on the idea. I know that a prototype/demo of the level is a good start, and that is what I am working on currently, but with this being just an idea for a dungeon style level what other methods could be used to get others to see my work? 
    • By ForgedInteractive
      Who We Are
      We are Forged Interactive, a small team of like-minded game developers with the sole purpose of making games we love! Currently, we're progressing very quickly with our first project and there are plenty of opportunities and work for new interested programmers. With this project, our development platform is Unity 5.5.2 and C# as our behavioral language. Since this project is our first release, the game itself is a smaller project though progress is moving quickly. We are looking to finalize the current project and get started on future projects in the near future and are expanding our team to do so.
       
      Who We Are Looking For:
      Programmer Level Designer  
      About the Game
      Ours is the tale of two siblings, thrown into a world of chaos. Living in the shadow of their parents' heroic deeds and their Uncle's colorful military career, Finn and Atia are about to become the next force to shape our world. How will you rise through the ranks of Hereilla and what will be your legacy? Once defeated your enemies turn coat and join you in your adventures. Players can enjoy a range of troops and abilities based on their gameplay style which become more important as maps introduce more challenging terrain, enemies and bosses. Strong orc knights, dangerous shamans, and even a dragon are out on the prowl. Knowing when to fight and when to run, and how to manage your army is essential. Your actions alone decide the fate of this world.
       
      Previous Work by Team
      Although we are working towards our first game as Forged Interactive, our team members themselves have worked on titles including and not limited to:
      Final Fantasy Kingsglaive FIFA 2017 Xcom 2 Civilization  
      What do we expect?
      Reference work or portfolio. Examples what have you already done and what projects you have worked on academic or otherwise. The ability to commit to the project on a regular basis. If you are going on a two-week trip, we don't mind, but it would be good if you could commit 10+ hours to the project each week. Willingness to work with a royalty based compensation model, you will be paid when the game launches. Openness to learning new tools and techniques
       
      What can we offer?
      Continuous support and availability from our side. You have the ability to give design input, and creative say in the development of the game. Shown in credits on websites, in-game and more. Insight and contacts from within the Industry.
       
      Contact
      If you are interested in knowing more or joining, please email or PM us on Skype. A member of our management team will reply to you within 48 hours.
       
      E-mail: Recruitment@ForgedInteractive.com
      Skype: ForgedInteractive
       
      Regards,
      David, Colin and Joseph
       
      Follow us on:
      Facebook: https://www.facebook.com/ForgedInteractive/
      Twitter: @ForgedInteract
      Youtube: https://www.youtube.com/channel/UCpK3zhq5ToOeDpdI0Eik-Ug?view_as=subscriber
      Reddit: www.reddit.com/user/Forged_Interactive

  • Popular Now