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New Feature: Flashlight
- TrueMG
- 08/04/2014 08:49 PM
- 3022 views
Hello RMN,
I had the idea of a flashlight. Well, this isn't that much special. Most horror-games have some sort of portable lightsource, so you can see what surrounds you. I could do the same but I don't want to - it doesn't fit to the design. But something is missing without a lightsource, so I gave it more value.
Yes, the maps will be a little bit more darker but you can see most things very well. The flashlight will highlight objects of interest so you can find stuff a little bit faster. Of course the batteries will be limited. But I think I will find more usage for the flashlight. Optional usage (because of batteries).
This is of course a technical build but it works very very well. The only things that will probably change is the form of the light (and an optical effect if you change directions), Sabrina's pose during active light and the crosshairs will be tiny sparkles... or something like that.
I had the idea of a flashlight. Well, this isn't that much special. Most horror-games have some sort of portable lightsource, so you can see what surrounds you. I could do the same but I don't want to - it doesn't fit to the design. But something is missing without a lightsource, so I gave it more value.
Yes, the maps will be a little bit more darker but you can see most things very well. The flashlight will highlight objects of interest so you can find stuff a little bit faster. Of course the batteries will be limited. But I think I will find more usage for the flashlight. Optional usage (because of batteries).
This is of course a technical build but it works very very well. The only things that will probably change is the form of the light (and an optical effect if you change directions), Sabrina's pose during active light and the crosshairs will be tiny sparkles... or something like that.
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Finally a flashlight that's more than just a cheap overlay. \o/
Good job. Also, I still love the chair carrying.
Good job. Also, I still love the chair carrying.
looking good! people can talk about 'realism' all they like, but there's really no fun (or suspense, or horror) in being totally unable to make out your surroundings. using it as a way of giving more information, instead of the only way to get any information at all, is pretty excellent.
That script looks amazing ^^ it's a great idea to highlight certain points and use the battery torch to make it visible.
Will there be an energysource to keep it on running like batterys or or will it be a flashlight with so much power that you can use it the whole game?
Will there be an energysource to keep it on running like batterys or or will it be a flashlight with so much power that you can use it the whole game?
The blog mentioned batteries, so I think the energy is limited. That makes a lot of sense, since otherwise you'd just keep it running all the time. On the other hand, this means that the flashlight can't play a role in mandatory parts of the game and/or cutscenes.
.....or will there be different cutscenes based on the state of the flashlight? Also, will there be some sort of lifetime display somewhere?
.....or will there be different cutscenes based on the state of the flashlight? Also, will there be some sort of lifetime display somewhere?
author=Nemica
On the other hand, this means that the flashlight can't play a role in mandatory parts of the game and/or cutscenes.
Yes and no, at the same time. Because I want to "randomize" the route of the game and give alternatives. So maybe the flashlight could be part of an optional or an mandatory room (say, a very very dark room where you need the flashlight).
But this is just speculation. I'm far from this state of development. Maybe some alternatives aren't even a good idea because it could make this game too easy.
.....or will there be different cutscenes based on the state of the flashlight?
No. There won't be much cutscenes at all and I don't want variation based on a secondary tool. But I could make the light weaker and less effective (shorter range) on low batteries.
Also effects on some ghosts could be a good idea. Maybe they will flee or will be better visible (but at the cost of the Psy-Health). Depends on the type of ghost.
(EDIT: Oh yes, I forgot. For the case a player switches the flashlight on and off, again and again, just when he needs it to save energy ... it will drop the batteries even faster. I will add a small constant visible energy-bar, that flashes red to indicate that energy-drop)
Also, will there be some sort of lifetime display somewhere?
Just in the menu (here). You have 3 lifebars so it would cover too much of the spoooooky environment.
But it could be a good idea to blend in a mini-lifebar and the decrease (for a short time), if you take "damage".
(EDIT: Oh wait, you mean the lifetime of the flashlight? Look at the other edit)
Theehee, yeah, I meant battery lifetime.
So there's going to be flashlight/no flashlight routes in the game. And if you have batteries, you might get a part that requires the flashlight, and if you don't, you don't. Right?
So there's going to be flashlight/no flashlight routes in the game. And if you have batteries, you might get a part that requires the flashlight, and if you don't, you don't. Right?
author=Nemica
So there's going to be flashlight/no flashlight routes in the game. And if you have batteries, you might get a part that requires the flashlight, and if you don't, you don't. Right?
Well, yes. The "dark part" will be there but you can't enter it and are forced to use another route. But there will always be a "good thing" in the optional section. The sections can be rooms but also ventilation shafts.
I can also imagine some item-spots (the sparkles/crosshairs) which are only accessible if you shine the light on it and you get also additional stuff or informative papers about the ghosts. So many possibilities!
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