Injury":25xxgxuw said:
Why full screen? Why not? I'd like to think that people have high res monitors these days and bringing it to full screen and bring more of the tension on screen. It does look better in a smaller window, but I feel like it doesn't have the same effect as full screen.
I should probably clarify that that is a knee-jerk reaction from ages ago, when I and several other people were messing around with resolution scripts and full-screen in RMXP, and that your game does actually look pretty good in full-screen.
Injury":25xxgxuw said:
You missed the switch that is just above you. There is a star icon that hovers over an object of interest in question. I do have other klaxons and alarm sound effects, I just wanted to keep the file size down while it's a demo. I might add one later. It will stay on as long as you are on that map haha
I did notice the switch, but I was more curious about what would happen if I tried to proceed while ignoring it. This is mostly a side effect of extended conversations with theory, since he tends to break games very quickly, and programmer oversight is typically the main cause of such issues. In terms of filesize, you have a few options. 36 megabytes is already fairly good size, but not enough to stop most people these days. If you're edging towards several hundred megabytes, you might potentially consider taking up an idea used by the humble bundle, and setting up a torrent for each demo. Who knows, magnet links might technically work if you dumped them in the url tag.
Injury":25xxgxuw said:
The variance in volume is apart of the atmosphere. It wasn't meant to be a cheap trick to scare people, I just think this element of noise progression is effective what I'm trying to accomplish. It's hard to scare people today. I'd like to try to at least be creepy/edgy/scary or something along those lines.
I beg to differ, regarding it being difficult to scare people. It's just as easy as it's always been, assuming you're trying to actually scare them, rather than using a cheap trick to make them jump. There's a science to it, and although the required quality of delivery has certainly improved with the medium, the actual steps have yet to change. My comment on the low-level audio is a good example, because if you make it just below the range of easy hearing, many players may not notice it at all, but they will be affected by it.
Subtle cues are typically much, much more effective in the horror genre than any scare trick, and if you layer the cues, you typically get a much better effect. There are some other good examples I've seen theory use, that work in RM. He did the low level background audio, sure, but other things as well. For example, he included a dual layer, blurry, grainy fog (it was a grainy fog that was blurry, and there were two of them, one on top of the other) where the layers moved slightly out of sync of one another. (creating a gritty visual effect that is very, very common in this genre.) He also set it up so that, on a random timer, a mostly-transparent image overlay would flash on the screen for a single frame. Other things included randomized environmental sound effects, including the occasional one that was completely out of place. And my favorite, although likely the least applicable: he had a random timer that would rarely "shove" the player a bit, as though something invisible had pushed past them. This included a sound effect, obviously.
Injury":25xxgxuw said:
There are no visual cues other than objects of interest. I don't want to hand feed the player as far as progression, but I can see how it would be difficult to figure things out in that regard.
I never said anything about visual cues on the map. Personally, I'd prefer the map had no visual cues at all, even for objects of interest. I'm talking about the fact that I literally had no idea which option I was about to select on the title screen, because there was no indicator that changed when I pressed the arrow keys. I'm also talking about the fact that I spent a good ten or fifteen seconds on the screen that said "GSS Mirage: Class V Space Station", because there was no indicator to show that pressing a button would accomplish something, which resulted in me assuming that it would continue automatically, like it would in a movie, or in an introductory cutscene in many games. A little blinking icon at the end of the text, or just below it, would do wonders there, without breaking immersion.