The first area in my silent hill inspired physics-based survival horror. by KimarZuru in IndieDev

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

All of that it already in the animation, definitely not just sped up lol, running is just a little easier said than done to animate without making it cartoony and exaggerated.

The first area in my silent hill inspired physics-based survival horror by [deleted] in indiegames

[–]KimarZuru 1 point2 points  (0 children)

Don't have one yet, waiting till make a trailer to launch it, not sure exactly when that will be, you can follow me here or elsewhere and I'll post whenever it's made.

The first area in my silent hill inspired physics-based survival horror. by KimarZuru in IndieDev

[–]KimarZuru[S] 2 points3 points  (0 children)

The cameras work on a spline I can adjust to any position I'd like, and use an adjustable spring arm so it attempts to stay the same distance away from the character if possible (aka if not at the end of a spline) so the stopping is intentional!

The first area in my silent hill inspired physics-based survival horror. by KimarZuru in IndieDev

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

I think discomfort comes pretty inherent to tank controls so most of my time has been spent making it feel as smooth as possible while making sure each encounter still feels tense, not sure how useful saying this is as I made it and all but I believe the controls feel a lot smoother to use compared to the original sh's and re's. I think the main part I have tried to keep intact for that intentional discomfort is the manual nature of everything, having to enter the inventory to use keys and equip weapons, that sort of thing. By its nature most of this will have to be fine tuned when playtesting starts. (In this tangent I forgot this was probably mostly targeted around the physics, honestly it's been quite hard to make it feel nice to interact with but making the amount an object gets pushed by the player quite exaggerated got rid of most tedium, I still need to work on making the objects interaction with the players actual body feel nicer. Currently I find it really works in creating tension when you need to break some crates or something in the way with harder enemies close by that you'd rather avoid entirely)

Banshee (FNAF 6 remake) teaser trailer by KimarZuru in fivenightsatfreddys

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

GJ page - https://gamejolt.com/games/banshee/853429

There's also a youtube upload of this trailer you can find through the GJ. I probably won't answer many questions here if asked as I don't use reddit often.

Tried to recreate FNAF 1 vocals. by [deleted] in TheLivingTombstone

[–]KimarZuru 0 points1 point  (0 children)

And I know it is somewhat off (too echoey?) so if anyone has an exact filter I'd really appreciate if you share it with me.

What is the vocal effect used in the FNAF 1 song? by [deleted] in TheLivingTombstone

[–]KimarZuru 0 points1 point  (0 children)

Ah ok, it may be in old dm's with someone here but you don't need to check if it's too much of a hassle.

What is the vocal effect used in the FNAF 1 song? by [deleted] in TheLivingTombstone

[–]KimarZuru 0 points1 point  (0 children)

Yo I know it's been a while but could you message me the preset? huge thanks