This is not my style (S4D)

Posted by Castypher on Sept. 16, 2012, 5:15 p.m.

Just because everyone else is doing it:

No real time to develop for this since I'm stuck doing math and tech writing homework and will be for the rest of the semester. What was I thinking?

Oh well, here's what I've got so far:

- 8-frame walking animation

- 12-frame running animation

- lighting engine

- neat little FMOD-supported heartbeat system

I'm not really going for horror. This whole thing is just way outside my comfort zone. I don't animate. I don't make platformers. I don't do scary shit. But there are a few mechanics that'll play in throughout that kind of follow the horror genre a bit. Really this game is just an excuse to practice something I find invaluable: graphical effects as ambiance.

But as far as actual gameplay goes, the first bit is spent without a weapon or means of fighting. Later you get to fight other people like you to absorb and combine their powers. However, certain powers synergize well and others don't, so it's kind of a game that forces you to experiment on the run.

This game is based off of the concept of the novel I wrote back in May. Some characters and settings are reused, but the situation changes a bit. I think this'll be a lot of fun.

I suck at background graphics, so feel free to critique away….

I dunno guise, I just needed a bit of a brain dump to collect my thoughts.

Comments

JuurianChi 12 years, 3 months ago

I'm laughing and crying at the same time.

Because I have lighting, fog, theoretical platform system and weapon/inventory.

But zero graphics.

ZERO

Castypher 12 years, 3 months ago

Hey man.

Engine first. Graphics are easy to implement at any time (no matter how much of a bitch they are to actually make), but making engine adjustments gets more and more complicated as you go along.

colseed 12 years, 3 months ago

That heart graphic…it's so…shiny D:

also the adrenaline meter's style seems a bit out of place and I'm not really sure what's going on with some of the lighting, but it looks like you're getting at the right kind of atmosphere there

Castypher 12 years, 3 months ago

Heh, yeah, nothing's final right now. I'm mostly just experimenting at the moment. Suggestions are welcome though, because I'm not exactly sure about how to approach an HUD while keeping this kind of atmosphere.

Nothing a little Photoshop can't fix.

JuurianChi 12 years, 3 months ago

I think drastic changes to the heart (Like it becomes more realistic and gross looking) as it's value goes down would be cool.

Rob 12 years, 3 months ago

How are you doing your lighting? Is it just additive/subtractive blending on shapes, or do you have any kind of ray-tracing or anything involving drawing primitives so that light stops at solid objects?

Quote:

FPS: 59

UNACCEPTABLE!

Castypher 12 years, 3 months ago

Lighting is subtractive surfaces but also stops at solid objects, with some restrictions, of course. Raytracing in GM is horribly slow, but I did have a system I used in the past that did realtime shadows like a motherfucking boss.

Charlie Carlo 12 years, 3 months ago

This is looking sweet so far. I understand why you have a gradient in the lights, but why does it get brightest in the middle? Surely the light source would be the top.

As for the HUD. I think darker would work better. Obviously not as dark as the background, but a neutral darkness that doesn't detract from the game itself.

Castypher 12 years, 3 months ago

It is the brightest at the top, but there's also a purple fog that's emphasized more in brighter light. That's probably all you're seeing.

Charlie Carlo 12 years, 3 months ago

I see a gradient, being brightest a little bit above the half-way point of the screenshot, going all the way across. I dunno what that is.