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Sainth

How in the world I missed this one? Gonna download it next day, 'cause I'm too wasted now.

author=Neok
so it's more for the atmosphere and story (which takes a really solemn serious turn).

So what? I play most games for the story, but having some gameplay there won't hurt. Recently I finished two Kojima's hidden gems - Snatcher and Policenauts, and while both have little actual gameplay and linear plot (no branching storylines you'd expect in most VNs), these games were worth my time - because of the story. So will Sainth, I assume.

Yeah, I'm quoting a comment from 2011, duh. What the hell, I had to.

arbiter_screenshot2.png

I just envy your mapping skills. You use one of the most common chipsets and you are able to craft masterpieces. Just how you do it?

[RM2K3] Simple song request

Of course I know that, but my friend wants to keep size of the game to absolute minimum. Throwing MP3s into a short game makes no sense.

[RM2K3] Simple song request

As far as I know, MP3s cannot be converted into midis just like that.

[RM2K3] Simple song request

Bumping. I'm still waiting for this one.

[RM2K3] Simple song request

A friend of mine is making a little, short game in the vein of good old arcades. We've been looking for one particular song which would fit Chinese theme of the game. Said song is I love Beijing Tiananmen (yes, a reference to the infamous HK97!) but sadly, there's no MIDI of it on the 'net. I hope someone around here will be willing to do a MIDI sequence based on this song :D

Looking for tips to make a horror game that doesn't suck

And let's take a look at one exceptionally famous scene from Metal Gear Solid 2. But hey - it's a stealth game, isn't it? And here's the catch. When I played MSS2 for the first time I didn't expect the Colonel will go crazy and start spewing random, odd sentences, like the famous "Scissors 61" or telling me to quit playing. Not to mention his face turning into a freaking skull, complete with spooky ambient music playing. I thought that my PC (yeah, I played the port, not on PS2) was getting possesed by the game or even that game corrupted the reality. Shit was so scary...

The best thing? MGS2 is no horror game, yet this part scared the crap outta me. Just because I didn't expect something like that in a stealth game. So don't label your game as horror, tell the players that this is their everyday adventure/RPG/whatever. They're gonna be surprised big time.

RPG cliches

Dragging a dead comrade along you in your party. Seriously, this is ridiculous, especially when your main character is dead/knocked down/whatever, and you still see him moving around in the field. There are few options to adress this cliche:

  • Game over if at least one of party members is dead by the end of the battle. Seems good at first glance, but can be frustrating when you're out of items that can bring fallen comrade back. On the other hand this is easy to make and quite realistic (for an RPG) at the same time.
  • Death is permament. Once character's HP pool is depleted, he/she simply remains dead for the rest of the story. This one is hard to pull off, as you have to consider all the dialogues in the game and make a truckload of complicated events with conditional branches. Unless your characters are mere pawns with some statistics and don't talk much.
  • Regeneration for the win! If your game doesn't feature inventory (as seen in "The Way"), you can make the whole party regenerate after each successful battle.

Looking for tips to make a horror game that doesn't suck

author=Max McGee
In most shit horror games I've played, all of these things were obviously given FAR too little thought by the creator.

This. One shall design the game on paper/text file/whatever before hitting the "Create New Game" button and making any maps 'n stuff. I can tell that from my experience. Any game without proper design and preparation will most likely suck, regardless of genre.

Looking for tips to make a horror game that doesn't suck

Here are my tips, based on my friend's short game "Gakkou" (Japanese for "school"):

-Do NOT use music, make use of sounds instead. A continuous rain sound effect combined with random ambient sounds is more spooky than "oh-noes-scary-music" playing. I still can't forget the moment where my character had himself locked up in a storeroom and the footsteps were more and more louder, as if something was to come there and kill the poor guy.

-If the game is short, get rid of the save ability. Do you save in real life? I think not. Lack of the save feature will increase immersion slightly.

-Make things disappear for no apparent reason. For example: you came across a dead body of your colleague, then moved several tiles away... and the body is gone, as well as blood. You can also invert this, and make things appear for no apparent reason.

-Do not be predictable. So as you have mentioned - no jump scares, no creepy copypastas, because people already know this stuff, and it won't be shocking to them. Unpredictable, unknown things are scary. Maybe it would be a good idea to release the game as your everyday happy adventure game, while it will slowly turn into extremly creepy horror halfway.