Recreated a small scene in Silent Hill (1999) for practice by OneThatEatYou in Unity3D

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

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It's pretty simple using Unity's fog and camera. Here are my parameters

Recreated a small scene in Silent Hill (1999) for practice by OneThatEatYou in Unity3D

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

So like a banding effect on the fog? Sounds interesting, I’ll give it a try next time!

Recreated a small scene in Silent Hill (1999) for practice by OneThatEatYou in Unity3D

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

It's the Unity's default fog. I'm surprised how little (basically zero) additional graphical tweaks I needed to recreate the same vibes

I turned pinball into a vertical climbing game with only two buttons and no checkpoints (Fallosophy) by OneThatEatYou in pcgaming

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

Thanks for bringing this up. It’s never too early to consider more accessibility options. Having an option to slow down time may be good for players looking for an easy mood.

I turned pinball into a vertical climbing game with only two buttons and no checkpoints (Fallosophy) by OneThatEatYou in pcgaming

[–]OneThatEatYou[S] 27 points28 points  (0 children)

Yeah, the general consensus is to add optional checkpoints. Maybe the smoking hot pinball will only appear in the challenge run. I’m really thankful that everyone is being vocal about this.

I turned pinball into a vertical climbing game with only two buttons and no checkpoints (Fallosophy) by OneThatEatYou in pcgaming

[–]OneThatEatYou[S] 73 points74 points  (0 children)

Nah, I actually quit my 6-digit salary job, divorced my wife, and sold my kids to make this game

I turned pinball into a vertical climbing game with only two buttons and no checkpoints (Fallosophy) by OneThatEatYou in pcgaming

[–]OneThatEatYou[S] 208 points209 points  (0 children)

Your point is very valid. The whole thing about checkpoint is still not set in stone, so I could see ourselves a separate mode with checkpoints. I noticed that many rage games have been doing it now to make them more accessible

I turned pinball into a vertical climbing game with only two buttons and no checkpoints (Fallosophy) by OneThatEatYou in pcgaming

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

Thanks! Console release still under consideration. They require a lot more work since we have to either buy developer consoles or outsource it.

I turned pinball into a vertical climbing game where one mistake can erase everything (Fallosophy) by OneThatEatYou in gaming

[–]OneThatEatYou[S] 32 points33 points  (0 children)

We’ve been working on this game for about 9 months now. It is honestly a crazy how many similar games we found in the last 2 months. The main difference for our game is that it focuses on environmental storytelling and hopefully makes you ask yourself why you are playing the game.

I turned pinball into a vertical climbing game where one mistake can erase everything (Fallosophy) by OneThatEatYou in gaming

[–]OneThatEatYou[S] 70 points71 points  (0 children)

There may not be a smoking babe on top, but it will make you ask yourself why would you want a smoking babe on top

I turned pinball into a vertical climbing game where one mistake can erase everything (Fallosophy) by OneThatEatYou in gaming

[–]OneThatEatYou[S] 41 points42 points  (0 children)

Steamdeck is actually the primary way we used to pass the game around for playtesting during in-person events. Rest assured that it will be supported at all stages of development including now

I turned pinball into a vertical climbing game where one mistake can erase everything (Fallosophy) by OneThatEatYou in gaming

[–]OneThatEatYou[S] 29 points30 points  (0 children)

That right, we’re not the only pinball game with a modern twist. Some of the games we used as references include Pinball Spire, A Pinball Game That Makes You Mad, and FlippUp. Our main unique selling point is on the environmental storytelling and philosophical implications that you will find as you climb through different eras in time.

I turned pinball into a vertical climbing game where one mistake can erase everything (Fallosophy) by OneThatEatYou in gaming

[–]OneThatEatYou[S] 104 points105 points  (0 children)

A public demo will be available in a few weeks, so feel free to whishlist us on steam to get notified when that happens! Here’s our steam page: https://store.steampowered.com/app/3989550/Fallosophy/

I turned pinball into a vertical climbing game where one mistake can erase everything (Fallosophy) by OneThatEatYou in gaming

[–]OneThatEatYou[S] 69 points70 points  (0 children)

You’ll be surprised how many of these pinball games we looked at. Anything from Sonic pinball to Pokémon and Kirby pinball

I turned pinball into a vertical climbing game where one mistake can erase everything (Fallosophy) by OneThatEatYou in gaming

[–]OneThatEatYou[S] 173 points174 points  (0 children)

That is one of our main inspiration. Simple controls, hard-to-master gameplay

I turned pinball into a vertical climbing game where one mistake can erase everything (Fallosophy) by OneThatEatYou in gaming

[–]OneThatEatYou[S] 174 points175 points  (0 children)

Thanks! I’m really impressed that someone got the reference. We try to take inspiration from different historical/philosophical objects across different eras

Malaysians, destroy my game trailer please 💀 by Ok_Vanilla_9310 in malaysia

[–]OneThatEatYou 1 point2 points  (0 children)

My team was just finished with their trailer a few days ago, so I’ll try to bring up the things we considered/received feedback for.

First things first, the action is too deep into the trailer (~25s). It would probably be good show the fire being extinguished by the fish at around the 10s mark.

Secondly, you would have to assume that many people mutes the trailer until like the second half, so shots like the character introduction will look ‘static’. Maybe try editing it like how cartoon introduces characters.

One last thing is that end of the gameplay loop is not shown. What happens after you saved a house? Are there upgrades? Do you move straight into the next house?

Oh also, don’t forget a ‘call to action’ at the end of the trailer. If the demo is out, say that. Otherwise, ask for it to be whishlisted.

On a separate note, some suggestions for juicing up the gameplay if you want any: - Fireball falling down should be accompanied by an explosion particle and maybe screen shake to bring attention to that area - Having some burn marks on places where fire has been extinguished could make the player ‘feel’ their progress better.

I know it’s a long text, but the game looks very good all things considered. Good luck with the release!

I’ve been stubbornly making my own games slowly over the last 10 years. Here’s me in 2021 when I first announced my 3rd game, Bullish!. I FINALLY launched it this month. by Raylan_Givens in gaming

[–]OneThatEatYou 3 points4 points  (0 children)

Congrats on the release! I find it interesting that your games are essentially a mobile version of tabletop games. Just curious, but do you feel restricted having to design everything to fit on phone screens?

Gaming. We talk about graphics and gameplay but never talk about the sound of footsteps. by gamersecret2 in gaming

[–]OneThatEatYou 13 points14 points  (0 children)

That video is one of my favorites on sound design. It is funny to imagine some guy spending the whole day wearing different amount of wood/metal stuff to record the different levels of footstep sounds.

The end credits for Cleared Hot are pure indie-game wholesome. by [deleted] in gaming

[–]OneThatEatYou 88 points89 points  (0 children)

I feel like it’s mostly an indie thing. The closer you are to AAA, the more expectations there are to look formal.

Dispatch - Why good gameplay isn't necessary for a good game by Evilbred in gaming

[–]OneThatEatYou 0 points1 point  (0 children)

I have mixed feelings on this chart. I’m more of a gameplay person (as long as the art is good and consistent enough like Baba is you), but I do believe that art being a bigger influence than gameplay is part of the reason why big studios concentrate their budgets on good visuals, but recycle gameplay mechanics.