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Intro: Castle of Terror (survival horror)

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    Intro: Castle of Terror (survival horror)

    I am working on a survival horror game similar to shadowgate in gameplay. Here is the opening cut scene. I'd love some opinions on it! Here is the youtube link-

    http://youtu.be/HR-o3lyknME

    My first serious effort in rpgm2 game design so i am anxious for some thoughts!

    #2
    Re: Intro: Castle of Terror (survival horror)

    Looks pretty good so far. I would suggest moving the castle closer to the player, so the castle doesn't just appear out of the blue.

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      #3
      Re: Intro: Castle of Terror (survival horror)

      Yeah i noticed that. I will tinker with it to see if i can fix it. I also wish the screen didnt pop back up in the teleport event from the carriage to the castle front, but thats a flaw i can live with for now.

      Besides, im having trouble figuring out locked door events, and considering that this consists of mostly that, i'm scratching my head. But glad you like it!

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        #4
        Re: Intro: Castle of Terror (survival horror)

        Nice work so far, suggestion though. If it's survival horror try manipulating your map lighting and shadows that it gives off an eerier tone, almost a subtle greyscale, just seems to vibrant for horror. If you don't quite understand what I mean I'll be happy to elaborate more.

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          #5
          Re: Intro: Castle of Terror (survival horror)

          This is my very first serious attempt, so i am excited when my locked doors work! (Lol they don't)

          So far i have moved the castle forward and the player up, so the castle is more visible. Changed time of day to night, though i don't know how to make it cloudy. It is foggy though. I just started this project three days ago, and i am a good ways into it!

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            #6
            Re: Intro: Castle of Terror (survival horror)

            Depending on how your maps are setup (whether it's designed in the map or dungeon) there should be an advanced tab if i'm not mistaken that lets you manipulate the color and distance of shadows on the models. Either way not bad for only 3 days of work. Keep at it

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              #7
              Re: Intro: Castle of Terror (survival horror)

              With the wxception of the outside of the castle, the entire game is on dungeon maps. I tinkered with the coloring and now it looks foggy, dark, and spooky �� i already have the first death programmed! Lemme know if you wanna see it

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                #8
                Re: Intro: Castle of Terror (survival horror)

                Sure I subscribed to your channel, so whenever ya upload it I'll see it.

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                  #9
                  Re: Intro: Castle of Terror (survival horror)

                  I will post it tomorrow. Due to the crude nature of my recording (iphone recording a CRT tv), lighting is a concern.
                  Last edited by ProfessorDoooom; 11-04-2013, 02:20 AM. Reason: Solved my own problem

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                    #10
                    Re: Intro: Castle of Terror (survival horror)

                    Originally posted by ProfessorDoooom View Post
                    Yeah i noticed that. I will tinker with it to see if i can fix it. I also wish the screen didnt pop back up in the teleport event from the carriage to the castle front, but thats a flaw i can live with for now.

                    Besides, im having trouble figuring out locked door events, and considering that this consists of mostly that, i'm scratching my head. But glad you like it!
                    The screen transition is probably because you used the default (exit map/dungeon) script or something like that. You can ensure this doesn't happen by including a condition to check which map you are on and ignore the default script.

                    Simple Example:

                    EXIT MAP / DUNGEON SCRIPT

                    Condition: Map = "Intro"
                    Move Location = "Where ever"
                    End condition
                    Bla bla exit map / dungeon script bla bla bla
                    Hope this helps.
                    It is better to have an open ear and mind, than an open mouth.

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                      #11
                      Re: Intro: Castle of Terror (survival horror)

                      I am almost done! Three quarters through. I have one last tower to program (and it is a doozy), then program the three endings and i'm finished! I think you guys will like it!

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                        #12
                        Re: Intro: Castle of Terror (survival horror)

                        It looks great so far! The way you made the carriage is awesome! And it's been going so fast, that's great! I've been stuck making some games for more than 2 years haha, anyways keep up the good work

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                          #13
                          Re: Intro: Castle of Terror (survival horror)

                          I'm really glad to hear the opinions! It's a pretty short game, but i hope there is enough looking around to make it interesting. The cut scenes are fun though :-)

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                            #14
                            Re: Intro: Castle of Terror (survival horror)

                            Ugh… just had an idea that will extend the work on this game quite a bit. Sometimes it sucks being a genius.

                            Doesnt matter anyway because i dont have a max drive yet (kinna low on funds and i cant find any for cheap) so i cant upload it here just yet.

                            I did have anoter idea to make the final boss a load bearing boss. Is it possible to set up a timed event? Like, escape from the castle wthin a minute or die?

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                              #15
                              Re: Intro: Castle of Terror (survival horror)

                              Originally posted by BlueDragon View Post
                              The screen transition is probably because you used the default (exit map/dungeon) script or something like that. You can ensure this doesn't happen by including a condition to check which map you are on and ignore the default script.



                              Hope this helps.
                              I'm having a little difficulty with this. Maybe there is something i am missing. I can find "condition" under script branch, but from there i can only select flag, variable, or input. Am i looking in the right place?

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