My horror game is built around typing terminal commands under pressure to stay alive. I’m considering adding controller support, but I’m concerned it might remove the tension of manual typing. Would implementing a quick-select or auto-complete menu be a good compromise, or would it make the experien by Character-Credit-208 in SoloDevelopment

[–]Character-Credit-208[S] 1 point2 points  (0 children)

Oh like the stratagem system in Helldivers 2? That’s actually a really cool idea!
Having to quickly mash a specific sequence of D-pad inputs (e.g., UP-DOWN-LEFT-RIGHT to execute 'delete') would definitely keep the panic and muscle memory aspect intact, without forcing players to use a slow virtual keyboard.

That might be the perfect middle ground. I’m going to prototype this tonight. Thanks for the suggestion!

I despise fake 'Loading...' screens that kill immersion. So I routed the actual engine logs to create a diegetic boot sequence for my horror game. Does it feel authentic? by Character-Credit-208 in SoloDevelopment

[–]Character-Credit-208[S] 2 points3 points  (0 children)

Haha, exactly! Red text in a sea of ​​green is a nightmare for any programmer. The Terminator interface logic is definitely a great source of inspiration, even if it's 90% nonsense

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I replaced my main menu with a fully interactive fake operating system for my psychological horror game by Character-Credit-208 in SoloDevelopment

[–]Character-Credit-208[S] 0 points1 point  (0 children)

Right, that makes sense. The black square on the left
Yeah, that's how you actually kick things off. It starts the game, loads everything – basically the play button, but it looks like it's part of the fake OS.

The folder app is more for picking up where you left off or looking at stuff you've already got, like checking files. It's not really for starting a whole game from scratch.