Sector, my S4D entry. (UPDATE)

Posted by Ferret on Nov. 5, 2012, 4:05 p.m.

(click image to download)


[UPDATE 11/20/2012]Changed the link to a more stable version of the game. People who would crash when opening doors should no long have this happen. Render size option has been added to temporarily deal with some computers scaling with interpolation. Doors won't take you to the wrong room. Mob's react to light correctly.

Note, these are just fixes for the competition version, additional features that may or may not be in the final version of this game have been disabled. You still can't get any further than the gas chamber door. If you are dying to see the older version of this, click here.(62)


So I decided that I want to continue working on this game, but would like to get feedback from people. Seeing as how I don't want to submit this until it's fully completed I figured I'll just post a blog. For now this shall be the place for any reviews besides the ones you guys place in your own review blogs.

What I want to accomplish with this game is not only to correctly replicated the elements in a good horror game, but to add in my own spin on creating tension and fear. So far in this demo I haven't really been able to do much to expand the genre simply because my entry only consists of such a short introduction to what I have in planned.37,683

In terms of what I want to change in this existing demo, I definitely will want to improve everything I had to rush on. The levels need more detail, I think if I did some touching up to the halls in the game I could give the aged look I want the facility to have. Sound, I plan on replacing every single sound in the game besides a majority of the beeping noises. I wanted to have sounds for footsteps, but ran out of time to create a sound that I found worthy of listening to for the entire game. The background "ambience" sound of really slow pianos mashed together is on a very short loop for those who couldn't tell. I want to expand it and then add variety with multiple tracks, problem is when you switch important background sounds like that it can segregate sections of the game. So I'll have to find a way to blend things together in a way the everything flows. Lastly the electricity was a last second addition that I added in probably the crummiest way. Originally I felt that the electric plates shouldn't give any signs of being on beside a dummy npc dying on it, since technically no one can see when a hot plate is on unless it's made of particular metals. Before submitting I had a sudden thought that it wasn't clear enough and added random electric bolt draw functions, and it's a giant eyesore for me.

What I plan to add this this? More types of mobs to fear, with different hunting tactics and levels of diligence. I'm expanding the puzzles, the demo gives a very brief intro of how to maneuver around and manipulate door switches, there will be more of that with other elements added to the mix. More NPC related moral choices, the one shown at the end of the demo has a huge effect on the game as you could probably imagine, and I want more similar to that to add replay value. Other than those things, I don't really want to give away too much, since this genre requires a lot of the unexpected.

I'm glad I did this for S4D, it's something I've been wanting to do for a while. Just wish I had more time.

Also this is my new favorite album:

Comments

eagly 12 years ago

Arctic Monkeys first album was far and away their best. If I could go back in time and see them in a gig just after that album came out, I'd love it. Alas, I saw them at Reading festival when Humbug had barely been released and Alex Turner was off his face and they played songs I hadn't heard and were generally shit. :(

Ferret 12 years ago

Yeah :(

I love their second album a ton. After that, I'm not sure.

eagly 12 years ago

Favourite Worst Nightmare was great, yeah. Humbug, in my opinion was absolutely awful. I think the only song I can listen to from it is Crying Lightning. Suck It And See is alright, I guess. It has a couple of catchy tunes. But they really aren't what they used to be.

mikemacdee 12 years ago

Shockingly spooky despite the 8-bit appearance. Got so jittery I had to turn it off. Great work!

Praying Mantis 12 years ago

The game just went black and nothing happened after I entered the red door a few rooms in :/

Ferret 12 years ago

@SMP: yeah, zemic was saying that this transitions with the red doors were taking longer than they should. Because I was rushing this game, I used the premade GM room-transition functions, but apparently that seems to have different effects on people's computers. I'm already making my own transitions so that this problem isn't around anymore, but for obvious reasons I can't edit my S4D entry. It shouldn't ever stop though, so if you want to be super patient you can always wait for it to take you to the next room :P

@Spectre: I probably won't introduce too many new death trap types, at least not anything that isn't too obvious. I basically want to avoid deaths for the player simply because they break the experience and I don't want the player to get accustomed to death. Also I don't know if any of you guys did die to the monster, but that shit still scares me.

How do ladders still not work? I made them pretty basic, how are they difficult?

I plan on doing a LOT with the lighting, but since this was made in limited amounts of time for me, I only did what I knew I could right off the bat.

Glad you liked it!

Charlie Carlo 12 years ago

I played this but I didn't give it 100% of my attention, which is a shame because it looks pretty good. I remember getting confused with the mechanics so I stopped playing because I had other things to do. I will give it its fair due after I type this comment.

Also, I love Arctic Monkeys.

Pretty Visitors, man, that song's awesome.

EDIT:

Okay, so I played it until I reached glitchville, by which I mean the '8' area with yellow (green?) lines and shit. Nosferatu shows up and I accidentally hit the lightswitch before going in one of the many boxes. The lights are on, and he's just standing in front of my box not doing anything, for a few minutes before I decided it was probably glitched. Other than that bug, this is excellent.

Suggestion; I think the first time you see Nosferatu, when he passes by the lightswitch light, it would be way more terrifying if he DIDN'T walk by a second time. That way you're afraid he's still in the room.

Ferret 12 years ago

Glitchville? Green? Are you getting glitchy green lines?! I'm hoping that the only glitch you experienced is the one where you turn on the lights before the monster reaches you, and not something that has to do with the area. Because I can easily fix the way the monster reacts to light. I'm sorry you hit that bug and I hope you decide to reload your save and try again soon :<

Eh, I don't want the cheat the player and have no way to explain how it left the room. Originally I had plans of it leaving through vents or by other means of escaping, but lack of time and all that jazz. Maybe I shouldn't worry about those sorts of things so much.

death 12 years ago

You know i really hate ferrets. i had 2 of them before, 1 male, 1 female. The male one was a violent beast, it would constantly fight the female one and try to rape it at night. This would cause the female one to make a lot of noise and keep me up, occasionally it would actually break out of the cage just to get away from the male ferret. While this happened the female ferret would be eating electrical cords, chewing up my remotes and crawling up my leg to bite my balls. No i'm not joking, i hated those things. They were psychotic. I gave em away to someone and that was the end of that mess.

though in all honesty, i do love that banner.

Charlie Carlo 12 years ago

No I meant I was in the area with the 8's on the wall in yellow or green with the big stripes. Just past the elevator bit. I'm sure I'll get back to it. And with horror games, an unpredictable enemy is a scary enemy. The thing is, if the gameplay is unpredictable, you get shitty gameplay (see any game I've ever made), but you can still make the player think that it's unpredictable, by making enemies do strange shit during cutscenes.