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Lethal Dusk

Bah, Just say you're getting a feel for the tileset ^.^ But if the map is for a doctor's office, A conference area fits, I'm not too sure if the operating tables fit, Or are those beds for the full time doctors? And one get's murdered in his sleep hence the blood, MWUHAHAHA >,< Sorry about that
 
Well, yeah. I am getting a feel for it, if that's what you want to call it. (I've been working with standard RTP stuff in Project 5 for so long it's not even funny.)

But the beds, I put the curtain there so it's like there were two patients there, y'know? (Not to mention the tileset doesn't have any better looking beds. >_>
 
Hmm, Still, Is this a patients room or a doctor's office, Very interesting to see them combined like that. Anyways, I wish you best of luck, I'll drop in every now and then and see your progress, But for now, It's Cousin Hunting Season *Grabs his gun and chases his cousin*
 
Meticlan;243006 said:
I like the concept - although it does seem to be heavily influenced by Resident Evil.

However, your writing style works well - it makes me wish there was more.

Assuming that the Victims look anything like zombies, you'll be doing some sprite requests, I imagine. :D Especially for modern-tilesets.

I agree!:D Your game has some of the resident evil themes. The game is fun and the story is not thoroughly based on a cliche, which is more than acceptable, anywhooo... Nice game, I had a lot of fun playing it:D
 
I checked out the screenshot you added - it's not bad. The general layout/design leaves a bit to be desired, though. Like you said, making it smaller might be a good idea. But, as everyone else was saying, the tileset needs to be adjusted a bit. Maybe you should try using cosmetic lighting/fog?

I threw something together as an example (it may appear differently to you depending on the brightness of your monitor - the bulk of the room is supposed to be just barely visible):
http://www.rmxp.us/Meticlan/images/cos_light.jpg[/IMG]

I extended the bloody-footprints all the way to the door; because of the light coming out from underneath, the player would just be able to tell that these footprints are bloody. The computer screen gives off a blue glow, and I added two little lights to the tower. Also, the x-rays are only partially illuminated because some of the fluorescent lights went out - maybe you could make them flicker.


I think that adjusting the tileset and/or using cosmetic fog would really add to the ambiance of your game, which is incredibly important for horror-type games. Of course - you would primarily use the cosmetic fog only on areas that need to have that extra-creepy vibe (like the Institution), because cosmetic fogs take a long time to make.
 
madmax_vii;243763 said:
i mean darker, just give it the feel that where you are isn't right.


@Meticlan: that's exactly what i meant!

Mmk. I've been working on a cosmetic fog, and I'll be uploading a recent picture soon, with the fog.
 
Terru16389;246166":xumzpcsv said:
Updated!

I changed the screenshot to a much more recent one.

Looking good! The cosmetic lighting looks great! However, the light coming from the door needs to be toned down a bit, there is just too much.

Otherwise, excellent progress!
 
hey there... it looks nice to see a futureistic game!

I cannot wait to see this. Also my thread is on the project dev section now if you would like to keep an eye on it.

one thing i will say is this.
I would slightly make the map in the screenshot a little brighter.
 
XcuMaSoft;246457":hivockjf said:
I would slightly make the map in the screenshot a little brighter.

The map I made was considerably darker than the one Terru posted, but it appeared perfectly on my monitor only after I adjusted my brightness setting.

Really, the map he posted is just fine brightness wise; and it supposed to be a dark room.

How dark really depends on the individual person's monitor - if it is too dark, turn up your brightness, if it is too light, turn it down.
 
Yep. I'm gonna stop worrying about the fog and that room for a while, it works, and so I'm gonna be moving on to other aspects of the game. (Such as the second and third maps, changing the database more, etc.)
 

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