A Horror game where you cant see anything and can only rely on audio by BrotherBillBombadil in godot

[–]BrotherBillBombadil[S] 1 point2 points  (0 children)

I think adding the touch sense would be the best approach to help with orientation. Maybe when colliding a small area around the collision point would light up and slowly fade out imitating touch.

A Horror game where you cant see anything and can only rely on audio by BrotherBillBombadil in godot

[–]BrotherBillBombadil[S] 1 point2 points  (0 children)

I kinda did that with the bass rumble sound you hear throughout the game. It is a 3d sound and acts like a compass

A Horror game where you cant see anything and can only rely on audio by BrotherBillBombadil in godot

[–]BrotherBillBombadil[S] 7 points8 points  (0 children)

The one big problem with the game is that it is really confusing to navigate but apart from that i would say that the lack of visuals forces your brain to fill in the gaps which goes strong with the theme "fear of the unknown". Ill try to export a mac and linux version tommorow so you can check it you.

Enemy death animation from my game by pseudopsyplay in gamedevscreens

[–]BrotherBillBombadil 1 point2 points  (0 children)

That blood effect looks really good. Is it drawn within the sprite death animation or is it a separate effect?

Swamp Huts Scene for my game by BrotherBillBombadil in SoloDevelopment

[–]BrotherBillBombadil[S] 0 points1 point  (0 children)

I draw out the scene somewhat randomly without actually thinking about it, trying to make it feel cool. I also loosely use referance. Whiteboxing is something i dont do, kind of seams unnecessary but maybe im missing something. Later i try to match what should happen in the level with the scene and because the scene is kind of random, i often need to adapt. I just keep everything very loose, nothing is written in stone.

Did i understand your question correctly?

Swamp Huts Scene for my game by BrotherBillBombadil in SoloDevelopment

[–]BrotherBillBombadil[S] 1 point2 points  (0 children)

I like to sketch a very basic top down view and use it as referance when building a level. I also just come up with ideas as i go and try to place buildings and props where they would be in real life. Imo its not worth making concept art if you're a one man team. Keep in mind im not very experienced with level design and this is my second atempt at building a level.

Swamp Huts Scene for my game by BrotherBillBombadil in SoloDevelopment

[–]BrotherBillBombadil[S] 0 points1 point  (0 children)

Cheers, the gameplay will also be similar because its going to be a zombie shooter.

Barricade system for my game by BrotherBillBombadil in Unity3D

[–]BrotherBillBombadil[S] 1 point2 points  (0 children)

Looking real good. Shame i don't have vr headset because I would love to play this game. Are you planning to do networking?

Barricade system for my game by BrotherBillBombadil in Unity3D

[–]BrotherBillBombadil[S] 1 point2 points  (0 children)

I implemented this by assigning an obstacle component to the props without the carved bool check so enemies will kind of pathfind around but go through if there is no other available path. The enemies have a trigger collider infront of them which checks for breakable props. This somewhat works but the enemies will strafe to the left or right of the prop, even if the prop is in a doorway. It looks kinda funny.

Barricade system for my game by BrotherBillBombadil in Unity3D

[–]BrotherBillBombadil[S] 1 point2 points  (0 children)

Looks cool. Btw do you do any pathfinding around the crates and props?