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Re: oldSchool [Re: 3run] #448126
01/20/15 18:34
01/20/15 18:34
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
That sounds and looks much more promising!
Obviously one could go for a no combat Amnesia style horror game but I think I'd prefer a Blood + Amnesia + Resident Evil crossover style of gameplay.


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Re: oldSchool [Re: Superku] #448127
01/20/15 19:06
01/20/15 19:06
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Posts: 5,370
Caucasus
Originally Posted By: Superku
That sounds and looks much more promising!
Obviously one could go for a no combat Amnesia style horror game but I think I'd prefer a Blood + Amnesia + Resident Evil crossover style of gameplay.
Well, that could be done too, but this way player will be able to kick monsters ass, so there should be a bunch of monsters, that's what I don't like to do. Or I could create some smaller enemies, which can die without any affect on the story line.. I need to think about this.. grin But all in all, I guess this has more potential than creating another WWII game, there are too many of them out there.


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Re: oldSchool [Re: 3run] #448128
01/20/15 19:41
01/20/15 19:41
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
I would not choose for pure horror, cause there are already alot of those games recently (all those Amnesia clones) and is kindy difficult to do when you can only see a few pixels (= less scary). But some mix between action and suspense/horror sounds best. Perhaps something like the old Aliens vs Predator game (when playing as a marine) but with monsters instead of aliens and pixellated?

Maybe this give you some ideas (when doom and avp get a child): http://www.moddb.com/mods/acm-2014

Re: oldSchool [Re: Reconnoiter] #448151
01/21/15 16:46
01/21/15 16:46
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Originally Posted By: 3run
Well, that could be done too, but this way player will be able to kick monsters ass, so there should be a bunch of monsters, that's what I don't like to do.

So make it so killing monsters isn't just a matter of pointing at them and clicking. Like Dead Space for example invented the whole strategic dismemberment thing, so suddenly one bad guy is a more serious problem since you can't just shoot at it, you have to aim at each of its limbs and knock them out one at a time. It's more complicated and it's new and fresh, and therefore it is fun.

And I'm not saying you should copy *that* design directly... but you should try being more inventive with your gameplay first and foremost before you put effort into settling on an art style.

Bioshock went through a ton of revisions in its visual design before they settled on the underwater city theme. Originally it was going to take place in a nazi bunker. The one thing that stayed constant through the game's development though was the Splicer -> Little Sister -> Big Daddy thing. They took that design and made it a huge part of the game from the beginning. So you need to think of interesting concepts like that before you try to imagine what kind of weird settings your game should take place in, because it's not the art style that makes the game, but the game design.


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Re: oldSchool [Re: Redeemer] #448156
01/21/15 22:28
01/21/15 22:28
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Posts: 1,660
North America
Since you guys have been talking about Duke Nukem 3D and Doom and stuff so much in this thread I thought I'd share this with you guys:

[yt]https://www.youtube.com/watch?v=HQYsFshbkYw[/yt]

It's an explanation of how to make a 3D engine with the same basic functionality as Doom or Build. The engine is software based so you get to see how the most fundamental steps of rasterization work as well. I hope you guys enjoy it!

Last edited by Redeemer; 01/21/15 22:52.

Eats commas for breakfast.

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