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About Outlander

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  1.   X-Com came to mind for me too. I think it felt like horror the first time through, when you don't really know your enemies. The night time levels felt very dark, with the aliens at the edge of your view barely being visible. You hear aliens moving around in the darkness, firing at you from beyond the edge of your view.    Later as you learn about the different aliens, and improve your tech, it feels more like suspenseful tactics and less like horror, because you can stand toe to toe with them. Even this can happen towards the end of a horror movie, when the hero builds up their courage, and gets prepared to fight back. Mhm. I feel like I need to maintain the first with less of the second. Or have it in small doses. In lovecraft's work, the enemy is often unknowable and always unkillable. They're so much bigger in scale and power that all the protagonist can do is to stay alive and sane in it's wake. I want to give the player little glimmers of hope that they can take down the big bad, but follow it up with the environment screwing them over. Make the entire thing propelled by the players curiosity and their need to kill an unkillable entity.
  2. Great! I'll make sure to check it out
  3. This sounds really fantastic. I can imagine some great scenes of these. The world I'm working in is one where the dark gods have returned to the universe, destroying the Sun and all the stars. Human societies have become isolated, and each as created their own delusions lesser than that of reality. So imagine walking into a new city, talking to a vender about your terror outside its relative safety. Slowly, people lock themselves away from the mad man in their city. This setting also means opportunity for vast wilderness and claustrophobic cities. I love the tripping mechanic as well. Having to be careful amongst this vine and moss or risk the monster(?) catching you.
  4. It's Lovecraftian horror, which goes have a lot of suspense in it. Mostly focuses on a blend of the two. That's a lot what I'm going for, a looming unease, knowing something is out there bigger than anyone, mixed with envionmentla cues and the effects that these dark gods have on the world.
  5. Stellar! I'll be sure to check it out. Yeah, that's a bit along the lines of what I was thinking. What you lose up close you gain in distant. I should really check out those rpg horrors. If love to see if I can utilize some of those themes in a survival horror.
  6. Awesome! I will most definitely check it out.
  7. So, I am a new developer, just starting out with game design on any real scale. I've decided to try making a small part of an idea I have for a Lovecraft inspired top down survival horror game. If it's well received, and I'm able to develop my skills and the skills of those working with me, we might expand it. But, for it to even get off the ground, I need to do research and figure out if I can make people scared from such a distant perspective. My thoughts on it are that I might be able to get the camera to work for me. Lovecraft is all about making humans insignificant. If I play it right, I might try to hit a sweet spot where you can see a good bit of the world around you, your character appearing physically small on the screen. The downside of that is that any combat is happening far away. So a dynamic system might work where combat zooms in while travel zooms out. But then it gets into the horror itself of if people will be scared of monsters and environments they can only see downward. Any thoughts? I'm mostly just rambling on ideas and thoughts so any of that would be great.
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