Adventure Game Studio

Community => Adventure Related Talk & Chat => Topic started by: LRH on Sat 30/04/2011 19:01:24

Title: Chase Sequences, Programming Objects...Need Ideas :(
Post by: LRH on Sat 30/04/2011 19:01:24
Hello all. I'm finally working on the last chapter of those silly Living Nightmare games I've made. I'm planning on putting some serious work into this one. I wanted to discuss a few things beforehand though. Please feel free to give me input. I appreciate everything.

The majority of the third game takes place entirely within a sort of coma/dream. The setting of this dream is a gigantic, old mansion. James (the main character, if you're unfamiliar with all this) will occasionally be pursued throughout the house by something, but whether the player knows what it is or can even see it is yet to be determined.

Here's a few things I've learned as well as a few things I'm curious about:

I've learned:

*The scariest things are generally those which cannot be seen or explained. I received a lot of constructive criticism that as soon as the player had seen what he or she was supposed to be afraid of, the game instantly became less frightening.

*Puzzles absolutely need to make sense, regardless of the context.

*I need to make sure that the story is as clear as possible. I can see that the story in the other games can look incredibly disjointed when it's not being read by...well, me.


What I'd like feedback on:

*Simple puzzles are boring. It would be wise to change my generic 4 verb interface entirely. Action sequences would be lovely. What do you all think of a text parser? I like the idea of giving the player tons of options as far as what to inspect and interact with, and even hiding a few easter eggs within the commands.

*What would you make this presence following James look like, if anything? I would like to make some chase sequences...but how can I do this without letting the presence be seen? Could I maybe imply that you're being chased but the pursuer is invisible? (ie. As you're running away, a lamp falls over behind you, perhaps you hear footsteps closing in on you...)

*What other types of action sequences might fit well into a horror game?

Sorry for the long post, but thank you in advance for any help! I look forward to talking about this one.
Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Tabata on Sun 01/05/2011 00:57:54
Not my best ideas, I know, but maybe something to start with, like in a brainstorming  ;)

Quote from: Domithan on Sat 30/04/2011 19:01:24
*What would you make this presence following James look like, if anything? I would like to make some chase sequences...but how can I do this without letting the presence be seen? Could I maybe imply that you're being chased but the pursuer is invisible? (ie. As you're running away, a lamp falls over behind you, perhaps you hear footsteps closing in on you...)

Maybe every upcoming appearance may first to be mentioned by an acustic and/or visual effect (a creepy short sound/lights flickering). Every time this happens you have for example 4 seconds to leave or the presence coming near to you will make you dizzy and because of this you can't see clearly (the screen blurs a bit). You could do a transparent char. with only the outlines of the presence to be seen sparely (transparent shining/dark glowing/shaded). This way you only can see "a something" dimly but it is possible to be to located.

Quote from: Domithan on Sat 30/04/2011 19:01:24
*What other types of action sequences might fit well into a horror game?

Flee through the whole mansion to a save room right in time, before being catched from the presence whould give you a bit of action every time, it shows up near to you.

First researc, finding and combining some different items (to get a weapon usable for a fight with the presence). A (selfmade) poison to throw at it could be an other option to get an advantage, because it could make something of the presence visible (i.e. let his eye glow) to see it easier and then there could be a fight to weaken the presence. In case of winning the fight, it has to recover and the next appearing will be later than usual.
Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Stupot on Sun 01/05/2011 02:15:48
Make good use of lighting, or lack thereof.  Shadows are scary... maybe you can see the monster's shadow but not the monster himself.  Also, why not make use of Silent Hill's tricks of having fog, torchlight and a radio that crackles when the monster is nearby?
Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Diath on Sun 01/05/2011 02:54:55
I like the idea of using a light/shadow or a distinct sound to tell the player something bad has arrived. Music goes a long way as well.
Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Grim on Sun 01/05/2011 03:50:15
  This is something that has always puzzled me too... A monster you can see is not scary anymore, but if you can't see the monster, how do you even know there is one?...

   I played this game called Amnesia:Dark Descent a while ago, and I must honestly say this was the first time since Silent Hill 2 that I got really scared (by a game). It would be worth taking pointers from Amnesia, I think. It features some of the best chase sequences in horror ever. And the best thing about them- you can't even see who it is that chases you... It's weird, I played this game for several weeks, on and off, and I could swear something had been following me, but not even once I had seen it. The cues ( as mentioned in above posts, such as lights flickering, footsteps, heavy breathing, heartbeat etc) made me crouch in a corner of a room, staring into darkness, waiting for that "thing" to walk away...

   So, to sum it up, sound effects can do a good job of alerting you of an enemy presence or danger. Maybe it would be a good idea to play with random animal sounds using some decent sound/music editor and see what you can get when you modify them? Think about seagulls... - add few special effects and you can get a real eerie sound....

   If you decide to show a  monster after all, make sure the penalty for dying is brutal... I mean, games have become too forgiving these days- you die, and it's like: no big deal, I'll just start from the checkpoint and try again. That can never be scary! Not in a million years. There must be something that  you lose when you die...

Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Dualnames on Sun 01/05/2011 04:10:38
Quote from: Grim on Sun 01/05/2011 03:50:15
there must be something that  you lose when you die...

Your virginity? :D
Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Grim on Sun 01/05/2011 05:11:21
Quote from: Dualnames on Sun 01/05/2011 04:10:38
Quote from: Grim on Sun 01/05/2011 03:50:15
there must be something that  you lose when you die...

Your virginity? :D

You've only got one thing on your mind, matey!!! :)
Can I remind you:

2. Post in a mature manner. Remember, the minimum age here is 16 !

Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Mati256 on Sun 01/05/2011 06:41:07
I think never seeing what chases you it's a great idea. But you have to implement it really well for it to be effective.

A scene where you have to lock yourself in a room and hold the door cause this thing is banging against it would be cool too.

This "never seeing what chase you" reminds me of the movie "The silent house".
http://www.youtube.com/watch?v=o_q5eULTvOE
Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Dualnames on Sun 01/05/2011 16:04:19
Quote from: Grim on Sun 01/05/2011 05:11:21
2. Post in a mature manner. Remember, the minimum age here is 16 !

I'm acting 16.5 years, so bite me :P

Back on topic, I think Clock Tower did a good job on the chasing parts, even though the scissor man was ridiculous the whole chasing parts were awesome. I feel the best way to go is to unease the player. In the same way that Silent Hill did.

Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: LRH on Sun 01/05/2011 16:10:45
Thanks for the input, everyone. :D

Very helpful so far. You've given me some good ideas.
Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: cat on Sun 01/05/2011 16:51:24
Quote from: Grim on Sun 01/05/2011 03:50:15
   If you decide to show a  monster after all, make sure the penalty for dying is brutal... I mean, games have become too forgiving these days- you die, and it's like: no big deal, I'll just start from the checkpoint and try again. That can never be scary! Not in a million years. There must be something that  you lose when you die...

That may be true for the first time, but once you have to reload immersion is gone and by the third time you have to reload it's not scary but annoying. The checkpoint thing is actually quite a good idea, as the player might not fall into paranoic saving (which also destroys immersion) if it is done automatically.
Title: Re: Chase Sequences, Programming Objects...Need Ideas :(
Post by: Wyz on Sun 01/05/2011 17:14:28
You don't need to be able to die to give the player the constant feeling feeling he is about to die.
It is like the puzzles in 7th guest, the game tell you you can skip puzzles but you shouldn't because bad things will happen,
Spoiler
although this will never be actually the case,
[close]
it made we play with constant fear that if I was unable to complete a puzzle and had to skip it it would come and hunt be down.

I think what would scare me the most is when things aren't what they appear to be. Like how shadows of ordinary things might have frightened you as child, be I'd also say the opposite. Something (like a shadow or dark contour) you walked past many times actually is something else, something that is out to get you. That would've shook me up pretty well. ;D