Horror, Oh the Horror!





My little horror demo,

developed in nine days, solely for educational value and testing.



I realized that with a little atmospheric music, dark textures and a flash light, the environment gets pretty tense.



Update (14/11/2012):



Optimizing distribution files, Mac Linux and Windows versions will be available along with the .jar files.

download link soon…

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You’ve got a challenge on your hands :slight_smile: good luck





Working on the way the map is lit up at the moment.

does this look like a flash light to You?

sort of, i think these kinds of things, its more about the scary music and suspense, hearing footsteps, strange noises, water droplets in the background etc :slight_smile:



perhaps these freely usable horror tracks may be of use:

http://www.soughtaftersounds.com/sinister.html

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i found a sound repo, soundbible.com, there are some pretty f*+ked up sounds on the site, along with audacity i have managed to make somewhat of an atmosphere, creepy and haunted, but i think just subtle enough not to draw the player away from the game…i hope gulp



i will check out the link and update this little thread soon



Thanks wezrule

I Just gave the game a little play through…made myself jump… all that’s really left to do now is fix the lighting, clean up the map a little and add a couple creepy creatures and then this pre, pre, pre-alpha game will get thrown into the wild.

Sounds very interesting project. But I’d suggest you to calibrate your monitor, because I can hardly see anything but black in the picture you posted. I know you want it very dark but adding a bit more light to the lighter(but not the darkest) areas would really do wonders.



Good luck!

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Sure thing, i am thinking of a solution for as i type, i wonder, maybe instead of a single point light maybe two, one with a slightly larger radius, maybe a slightly different color just to make it illuminate the map like a flash light may.



Updates/images coming soon!

Ok, so this is what I’ve figured out so far, multiple lights definitely look better through my eyes…but what do you guys think?





Looking good :slight_smile: you should record them playing it :slight_smile:

I think i might do that when the time comes for a silly trailer…maybe try and make fun of the paranormal activity films in the process, god those movies suck…



I had a little issue with timer based gameState switching…but now i have that sorted i will continue with the rest…i think that either later or tomorrow will bear some rewarding fruit…fingers and eyes crossed…

The ground looks as if it were polished until shiny.

The door is the exact opposite.



Struck me as odd.

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Yeah I agree with you there it does look odd, I think the issue is with the material, I will tweak the settings a little on the next blender export, thanks for the input.



Will have a running, but still not error free demo up tomorrow,

Turns out it was the intensity of the light source causing that odd behavior.

Toned them down a little, Looks less odd now



@moff said:
Turns out it was the intensity of the light source causing that odd behavior.
Toned them down a little, Looks less odd now




That door's ambient still seems to be high relative to the rest of the room... maybe it's just it's color, though.

Having a little distribution problem, can’t get the assets in order to be played from the jar file.



AssetNotFoundException headache



Looks like the scene of 700 plus .xml files all have to be converted to the .j3o format, but i’m unsure if each mesh needs it’s own material, it looks that way but surely there’s a work around for such a time consuming task…



No Demo coming today

NEVERMIND, assets cleaned up! mediafire link coming up soon!

@pspeed said:
That door's ambient still seems to be high relative to the rest of the room... maybe it's just it's color, though.


I think it's also something to do the diffuse intensity, strange color, and that i haven't created a normal-map for the door models yet.
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