Acidhedz wrote:Being that it's my first game, should I stick with what I'm doing and focus on making the place as scary and intense as possible, or do you think I should also try to work in a more advanced puzzle or two?
Acidhedz wrote:The timer I am not determined to use, if that would be difficult to set up, I just like the idea of forcing the player to keep moving around instead of being able to sit and twiddle their thumbs while they decide what to do next. A timer with a random countdown value between 1 and 5 minutes that starts when they enter a room and they die if it runs out, but they can't see it, so they would never know just how long they had before "it" found them. That would be fun.
Also, what are your thoughts on puzzle complexity. Right now I am going with the simple "find the keys to escape" puzzle type, with roughly 12 steps to win the game. Which will require hunting through an asylum with over 150 rooms (I already have the building set up), some of which will be instant game overs if they enter, and others will contain narrative fights with surviving lunatics that can also kill the player if they run into too many.
Acidhedz wrote:Even if 90% of the rooms are empty, it's the 10% that hold nasty surprises that will have the player dreading to open every door. Which is the main source of fear in all the most successful horror games. You have to open that door to go on, but there could be something on the other side...
jaynabonne wrote:Not sure if you've seen this, but you might find it interesting.
http://emshort.wordpress.com/how-to-pla ... geography/
Acidhedz wrote:Not every room is going to contain really interesting things, that would be unrealistic, but plenty will.
jaynabonne wrote:I highly recommend any of Emily Short's writings on IF. She has an in-depth, comprehensive one on conversations, for instance, that I gained a lot from.
Silver wrote:"Acidhedz"
Not every room is going to contain really interesting things, that would be unrealistic, but plenty will.
Well monsters in houses aren't very realistic. Vampires aren't very realistic. Space travel beyond the moon isn't realistic.
The whole point of games (that aren't simulators) and fiction such as horror and sci-fi is to be unrealistic whilst maintaining a suspension of disbelief. So that point doesn't really come into it. Your imagination is free to do allsorts in those genres. But we're more talking game design and what will leave your audience gasping for more or what will have them bored rigid and playing a different game instead. Fiendish puzzles from the outset when no time has been invested in the game is one way to send people packing as is epic-maps where people have to trawl vast areas. I like the idea of areas being controlled. You have a few rooms with puzzles in and more areas open up as things get solved. You're controlling the speed of the narrative and giving out the carrots freely to keep people playing.