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Leander
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Location: Austria
Posted: 22nd Sep 2007 17:06
Sarcasm is good as well or turning things upside down. Include some samples. The player is attacked by monsters with samples like

"ooooh...does it hurt?"
"they are harmless. they just wanna play"
"what's those numbers counting down?" (health)
"what's that funny red liquid coming out your nostrils?"
"do you like strawberry juice?"

or samples from songs (as far as it's legal):

"love is in the air" (don't know interpreter and song at the moment)
"I'm your lady and you are my man" (zombie nurse attacking player...Jennifer Rush - The Power of Love)
"silent night, holy night, all is calm, all is bright" (xmas song)

and mix those samples with blood and death and fear and sudden appearances and...

"the night is cold, I'll keep you warm" (calming voice, singing)...with fire walls and explosions
Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 22nd Sep 2007 17:12
@Avid: Speaking of Half-Life, the headcrabs in the vent-ducts usually caught me surprised, even though I searched the whole crapola with the flashlight, lol.

Singing children and/or rambling ones usually work to set an eerie mood, take a look at Bioshock for a good example. When you get near to the little sisters, you sometimes hear them sing or talk to the Big Daddy's.

Doom 3 had some good scares, but it weren't for the darkness, although it played a major role throughout the game. The main reason I occasionally jumped out of my chair was because some enemies turned up suddenly out of nowhere, or out of the darkness. Sometimes you would hear a demon hiss behind you, and turn around to see it standing face-to-face with you.

Sounds can scare the shietzor out of you, even if there is nothing scary, like in Shaun of The Dead. There were quite a few occasions when you would hear a loud, bassy sound echo through the speakers, and then it turned out to be nothing dangerous at all.

So there's a few discrete tips sort of. Look for inspiration in all kinds of media, it'll help a lot.
Pus In Boots
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Posted: 22nd Sep 2007 18:23 Edited at: 22nd Sep 2007 18:24
It really annoys me when people say making a level dark makes it scary. In the two years-or-so I've been using FPS Creator, I've learned that using light effectively in contrast with the dark is what makes a level creepy, not corridors so dark you can just make out the floor. Lok at BioShock. Some of the static scenes created in that are made so much more atmospheric by using light in just the right way. Know what I mean?

Your signature has been erased by a mod
Troy Chambers
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Location: the PHOENIX space station
Posted: 23rd Sep 2007 05:56
Hey, I've been using FPSC today and the runtime is very slow, well, the doors open turtle slow, and the characters move turtle slow, any ideas on how to fix this. And some of the textures on the characters are messed up, there just all black.

"Does anyone know my girlfriends cell number, I forgot it,
oh wait a minute, I don't have a girlfriend."
-Troy Chambers
MBG Productions
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Posted: 23rd Sep 2007 18:23
post a vid so we can get a better piture of what you mean

turn around, im right behind you
Troy Chambers
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Posted: 23rd Sep 2007 21:16
I don't know how, and as for the characters textures and stuff, well, I hit F12, look in the files, and can't find the pics, where are they.

"Does anyone know my girlfriends cell number, I forgot it,
oh wait a minute, I don't have a girlfriend."
-Troy Chambers
DarkFact
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Posted: 23rd Sep 2007 21:25
The screenshot.bmp is in the root folder of your game.

~Dave

Phoenix Sentry Programmer
Troy Chambers
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Posted: 25th Sep 2007 02:57
Hey guys, I got some work done over the weekend, I got three fourths of the way done with the level designing and lightmapping of the first level, but something weird happend and the program had to close because of some error, and when that happened, I lost the third section of the level so now I'm back down to halfway done designing the level. No screenies yet so, no showcase, it might be about a month before I showcase but, not sure.

@DarkFact, I know this is a stupid question but, what and where exactly is the "root folder" of the game.

"Does anyone know my girlfriends cell number, I forgot it,
oh wait a minute, I don't have a girlfriend."
-Troy Chambers
Nickydude
Retired Moderator
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Posted: 25th Sep 2007 03:26
It's the first folder that contain everything else. For example "C: \Program Files\The Game Creators\FPS Creator" is the root folder for all FPSC stuff.

Hope that makes sense.

"he is coming!..." - WIP in 'Showcase'
rolfy
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Posted: 25th Sep 2007 03:48
Quote: "And I understand the concept of little childrens songs and a dark atmoshpere"

Anybody remember the dog snoring in 'Little Nicky'.
Now, that was disturbing

DarkFact
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Posted: 25th Sep 2007 03:53
@Troy Chambers: Nickydude pretty much answered it, but to elaborate, it's the folder that contains the game executable. For example, if the game was called MyGameTest, then after building it in FPSC the root folder of the game would be:

C:\Program Files\The Game Creators\FPS Creator\MyGames\MyGameTest

This is the folder where you'd find the snapshot.bmp(s). Now, if you hit F12 while testing a game in FPSC, then the root folder is simply:

C:\Program Files\The Game Creators\FPS Creator

Like Nickydude said. Sorry for the slow reply. I didn't see this yet.

~Dave

Phoenix Sentry Programmer
steady
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Posted: 25th Sep 2007 12:57
i think by making the game dark, it could seem a bit scarier

however i really dont like game sthat are too dark, it seems kind of like a creative band-aid

plus it seems to hurt my eyes
Troy Chambers
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Posted: 26th Sep 2007 02:57
Thanks alot guys, I'll try that stuff out, and I'll try out that stuff later and see if I can get a screeny in in a couple weeks.

"Does anyone know my girlfriends cell number, I forgot it,
oh wait a minute, I don't have a girlfriend."
-Troy Chambers
Troy Chambers
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Posted: 7th Oct 2007 20:27
Hey guys, I just got back home from a six day vacation to LA and Disneyland. And I'm having some second thoughts about Deaths Domain because, well, now I'm thinkin' protoborg is right, I haven't seen any horror games that are rated T, and I have to make the game rated T style, and I'm thinking I can't make DD a good game without the M content. I have another game idea, but what do you guys think. I will gladly let anyone willing to take the production of the game from me, just say you want to here.

"You say goodbye, I say HALO."
SamHH
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Posted: 7th Oct 2007 21:32
Quote: "Anybody remember the dog snoring in 'Little Nicky'.
Now, that was disturbing"
hehe i love that movie.


Troy Chambers
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Posted: 9th Oct 2007 04:08
Time to get back on topic guys, this is a post on gaming, not movies starring Adam Sandlar.
So, come on guys, what do you think about horror games and being rated teen, and what do you think of the story for CREED.

"You say goodbye, I say HALO."
Ragged Druid
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Posted: 9th Oct 2007 06:33
Use dark, but use it sparingly.

For example: you can have a room that, when you walk into it, you see a zombie threatening a woman. All of a sudden, the room goes dark, and you hear a sickening crunch and a roar. When you pull out your flashlight, you see that the woman turned into an Akira-style blob and absorbed the zombie in a rather disgusting fashion, causing a much higher threat than a rather full zombie.
Butter fingers
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Posted: 9th Oct 2007 12:03
I'm gonna just do my 2 pence worth...

Rather than going with what's scary, here's whats not scary:

*The skeleton from ww2 stock media. Use a real corpse, that has context to your scene.

*Blood everywhere. We're de-sensitised to it. When we shoot someone, there's blood all over the place, so blood splats cease to be scary. Most games use blood splats to inform the player of impending violence as opposed to causing fear.

*Suspence music - such as strings. Having a violin string play before a scary moment is kind of old hat. Hitchcock did it way back in Psycho, and every Tom, Dick and Harry has done it since then. Sonically, you could hit some newer trends, such as creaking metal, distorted static sounds etc. Try getting a vocoder program, and just run samples through it, you can get all kinds of creeepy effect from modern nay things. doors banging, pipes creaking, or even trippier is stuff like the end of Umbra, with like porn samples interpolated with white noise.

*Dark. As D13 said. Just making things dark isn't scary. The thing that makes the dark scary is dis-orientation. The players imagination will make things scary if you give them the means to. SO just being dark isn't enough. Why not have shadows that look like people, noises coming from dark corners, or scuttling sounds just out of sight.

What do I put as scary..?

In Meat I did this bit where you had to crawl under some collapsed shelves to reach a door. Just as you were halfway under the shelves, a creature came at you from the front. This kind of claustraphobic setting was scary, you had nowhere to run because you were stuck under the shelves! Most of my testers wasted all their pistol ammo freaking out...

A lack of ammo. Firearms and weapons make the player feel powerful, if they're running around with a minigun, and uzi, a shotgun and a fireaxe, it doesn't matter what you throw at them, they'll feel condifident. Keep ammo sparce.
In conjuntion with this, give all your enemies varying ammounts of health and lives.. this'll keep the player on his toes, so that he doesn't know if his last 6 pistol shots will actually kill the enemy or not.

OK, that's me done. I'm not sayin this is comprehensive, it's just an idea.

jtruls
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Posted: 11th Oct 2007 15:42
I always get creeped when things appear behind me, so try to make zombies appear in a trigger zone!
Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 12th Oct 2007 03:23 Edited at: 12th Oct 2007 11:59
@Pus In Boots - good point.


@ButterFingers - classic, good points made also.


@Troy Chambers - I dont make horror based games, and not sure if any are on the to do list. However good luck with your game. When I first saw this thread I thought it was about scare tips in general. However I see this is about a game you are making.

Anyway, here is a couple of ideas (may have been used before, however as stated I dont play much horror, time mainly is the issue.
Oh, sorry for the ultra long post, once i got going.......


1. Having someone in your game you see, and try to shoot, yet disappears before you reach the player or you can fully kill them.
*Update- what i mean is use a lit up area, like on a bridge or hall wall. and have the enemy in front of you, say 4 or more blocks away and have them on a way point to move backwards while still facing you (A floating enemy would be needed) and have them disappear into darkness, so the enemy spawn life is set to the right amount of time, so it is not noticable when they disappear. Timing would have to be calculated on the player being able to move towards the enemy so it doesnt mess up the effect. You could then have the player thinking that this guy/thing/or whatever is going to pop up somewhere, kinda like someone is chasing you, and you couldnt kill it type of thing.


2. Using 1 enemy a couple of times in one room, on trigger zones.
The enemy would have to be horror based, or a main enemy boss on your level, as using a human would look dodgy i think. Maybe a posessed human could work.
Anyway, what i mean is you could give the appearance that they have powers to morph into another area.
The only thing i can think of that limits this, is the enemy death annimation. Someone might want to try and make a enemy in 2 formats.
1 with a death, standing up (and set the death to fade straight away) Then having another model the same with the full death animation to finish the fight.
Also another problem i see is being able to scatter the triggerzone, and so they can be triggered without moving the player.
Or a simple solution is to have gaps in the middle of the fighting. so that when the enemy disappears the first time, its not until you walk again that they re-appear. (haha, this would not work though, as the player could trigger them all, while fighting the first.)

haha, here's something that could work though, if the respawning enemys were set to fades on death and maybe a custom animation on death. you could have a room with a evil enemy in place thats hard to kill, and have another version of itself either in front or behind. respawning itself, as the player walks around shooting the main one and the respawning ones are not so tuff. to make it look like the main enemy is making everything happen.
Thank Heavenly Sword for that one.

Again, alot of this would have been done before, but just some ideas for everyone. Sorry if these ideas have been mentioned before by others.
Also my final scare tip, that i think would work well.


*EDIT - jtruls, sorry i didnt see your post, yeah!

3. Place a enemy (say the girl idea made by someone else / fear) A window would work really well or a 2nd level. Have the enemy placed to do nothing but stare.
Either set the SpawnLife to a small number, say 20-40 maybe. not sure. And the enemys death to a fast fade, quick disappear if shot.
So that either the player can shoot the enemy or they will fade away.
Doing it on a higher level would elimate half of the disappear animation.
Make a room or something on the higher level, so that you venture up there.
Have no one in the room or area, and once walking half way in, make a trigger to have the enemy (say girl) appear right behind you. (maybe have them not moving, so when the player flips around to walk back out. Boom, they are there in front of you. Even if they didnt attack, it would freak me out.

Maybe i dont know what im talking about. hahaha.
I do watch my movies though, and hellraiser allways was a classic for me, not because of pinhead or the crazy cd guy. more so the mystery that surrounded the box.

Good luck with your game.

Veron
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Posted: 12th Oct 2007 17:03
Quote: "In Meat I did this bit where you had to crawl under some collapsed shelves to reach a door. Just as you were halfway under the shelves, a creature came at you from the front. This kind of claustraphobic setting was scary, you had nowhere to run because you were stuck under the shelves! Most of my testers wasted all their pistol ammo freaking out..."


Yes, I remember that, that and the lack of ammo was what really made Meat a great experience.


Troy Chambers
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Posted: 20th Oct 2007 17:29 Edited at: 20th Oct 2007 21:22
Nevermind the CREED game I breifly mentioned a couple posts back.
But yeah, thanks for the tips, they will definantly help me as well as many others. But I think I should try out a different kindof game first, get the hang of making a good any style game, and ready myself for a horror.

"You say goodbye, I say HALO."
Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 21st Oct 2007 03:10
No worries Chambers, Good luck with your game design.

Troy Chambers
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Posted: 21st Oct 2007 05:54
Thanks deca. I saw your Era Blaze showcase, it's looking pretty good.

I already figured out what my first game I actually plan on completing is. It's a sci-fi game called PHEONIX. Anyone interested in it can go to my story help thread for the story.

"You say goodbye, I say HALO."
chees hed
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Posted: 21st Oct 2007 14:32
Ok, 2 things:1. Change oblivion gates 2 like, "hell doors" or " hell spawners" 2. 4 scare tactics, dark, but not 2 dark. scary music. and try to make enemies in places you'd least expect, to give the player a shock. alternate endings always cool

bob larry
chees hed
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Posted: 21st Oct 2007 15:00
there is a rated t horror game called "Ghosthunter" that is awesome fun and really creepy near the beggining and the end. rent or buy it cus it is cool

bob larry
jjjj12212
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Posted: 25th Oct 2007 11:06
one of the essnence in horror is the music, you have this screeching voilin in the background when your turning a corner or open a door, music or sfx is the key and graghics is the door that needs the key

ERROR
Troy Chambers
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Posted: 10th Nov 2007 04:49
Here's the logo for my game I'm gonna be doing. It's kindof a Doom3 type game. Exept about aliens.

PHOENIX, an up-coming game by Troy Chambers

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moogle man
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Posted: 10th Nov 2007 04:50 Edited at: 10th Nov 2007 04:56
Hey if you going to get some creepy child songs i could give em some good echo effects ive got a good sound editing programm, and no u dont have to pay me

p.s the program i use if u ever want it for yourself is Ceative Wave Studio, its actually quite good

p.p.s if your looking for good ideas for a scary game look no further then the Japanese, if youve played fatal frame or project zero youll know what i mean *shudder*

the wombat watches you all
Troy Chambers
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Posted: 10th Nov 2007 04:50
I saved it as a jpg in paint, huh, why didn't it work.

PHOENIX, an up-coming game by Troy Chambers
Troy Chambers
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Posted: 8th Dec 2007 02:04 Edited at: 8th Dec 2007 02:16
Hey, I would like to revive this thread, Phoenix is going to be a sci-fi horror game. I'm gonna try it, and there will be no changes this time, Phoenix is for sure gonna be made.

Here is the outline for the game:

Here is pretty much, the whole outline for the game.

The year is 2317, WWIII ended catastrophically 129 years ago. The destruction, violence, and disasters made the earth an inhabitable planet. During the war, a giant space station called the Pheonix was constructed. Every living human being was evacuated Earth and began life on the Pheonix. The population is now at 2.4 billion, and of course every race of human being together, didn’t go well. The leaders of the station had to start putting guards around to stop the killings and violence. Well, things calmed down soon after, but then havoc struck again. An alien race called the Kain has attacked us several times in the past few decades, the Pheonix guards became part time soldiers against the Kain. You are Jared Lehelley, a Navajo Indian, and mechanic on the Pheonix, one day you get an assignment to fix a power outage in the security center. When you get it fixed, the workers inside the security center, they see Kain dropships approaching the Pheonix.
The guards in the maintenance sector have left to stop a fight upstairs, it’s only you, the other maintenance crewmembers, and the Kain, you find a gun and fend them off yourself. You go to the command bridge and the Commander Jenson has died, the guards cannot take on the Kain alone, so you get pulled into the job. Your next assignment:
Dr. Alec Chandlin has discovered what the Kain’s main plan is, as well as what their weaknesses are, and how to stop them. He is a resident of Sector-7, and that entire sector has been either wiped out or kidnapped.
You must rescue the doctor so you can find out how to stop the Kain, before they kill him, but, you and your wife are also residents of Sector-7, your wife ______ has been kidnapped as well, and you must also rescue her, but how.
Whatever you do, just make sure this is the last battle with the Kain.
Navajo’s were a peaceful group, well, looks like your gonna show how bad-A you guys really are, and destroy the Kain.

Weapons/Items/Health

WEAPONS

Colt pistol
Tavor machine gun
Mossberg shotgun
Machine Gun
Chain-Gun
Pulse Gun
Slugger

ITEMS

Colt ammo
Tavor clips
Shotgun shells
Machine Gun clips
Chain-Gun belts
Pulse Gun cells
Slugger cells

HEALTH

There are no health packs in Pheonix, only wall mounted machines that when used will restore health to it’s fullest. But be careful, they are not in every room, far from it. They are scarce, so try to stay alive as long as you can.

Enemies

Phantoms
Vanguards
Iron-Guards

There will be more, just waiting for Cheese Cake to come out with his packs.

Here is the level layout:

1) Intro-Maintenance
2) Maintenance-PSS City
3) Security-Living Quarters
4) MediLabs-Military Sector
5) Detention Block
6) Alpha Sector 1
7) Alpha Sector 2
8) Alpha Sector 3
9) Central Processing
10) Delta Sector 1
11) Communications
12) Delta Sector 2
13) Delta Sector 3
14) Airlock-BioDome #1
15) Airlock-BioDome #2
16) Hydropronics
17) Site 4/Hangar
18) Phoenix: Mars Base
19) Caverns-Excavation Site
20) Phoenix: Mars Base-The End

I'm gonna need to get the models from lava man before I start.


So I'd like to revive this thread and keep the scare tips going.

PHOENIX, an up-coming game by Troy Chambers & DOOMED STUDIOS
chees hed
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Posted: 9th Dec 2007 17:28
alright

when the chicken crosses the road, he never comes back

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