• The Intruder - Survival Horror Game with Continuous Time
    1,082 replies, posted
[QUOTE=Lord of Ears;37826529]i dunno about that, i'd shit myself if my hearing was impaired while a sneaky monster was in my house[/QUOTE] Become deaf, blind and have your body become numb...there you are now immune to monsters and you won't feel pain
[QUOTE=Sir Drone;37831714]Become deaf, blind and have your body become numb...there you are now immune to monsters and you won't feel pain[/QUOTE] better yet, just turn the computer off
It'd be really cool if one of the maps was a construction site. Specially an hotel one. Dangerous, oneway paths where you could fall to your death, weapons would be more plentiful, but so would the amount of hiding places you/the intruder could have, such as piles of rubble, stacks of cinderblocks, behind those beams that hold floors upright... Plus, this would make the player try to get up to the top if they'd spawn in an small metal shed at the bottom, and it would make for a fucking insane finale You vs. The Intruder at the top of a 30 floor hotel, wind howling as he approaches, the only audible sound being the humming of your power drill...
[QUOTE=yazrak;37832700]It'd be really cool if one of the maps was a construction site. Specially an hotel one. Dangerous, oneway paths where you could fall to your death, weapons would be more plentiful, but so would the amount of hiding places you/the intruder could have, such as piles of rubble, stacks of cinderblocks, behind those beams that hold floors upright... Plus, this would make the player try to get up to the top if they'd spawn in an small metal shed at the bottom, and it would make for a fucking insane finale You vs. The Intruder at the top of a 30 floor hotel, wind howling as he approaches, the only audible sound being the humming of your power drill...[/QUOTE] A drill? I'd beat that fucker with a crowbar and pretend I'm Gordon Freeman in a different universe.
[QUOTE=Zillamaster55;37831622]There should be something like Melatonin. It allows you to sleep for shorter periods of time, but you get just as much energy out of it. However, Melatonin, even after you wake up, will make you groggy, causing you to move slower and be clumsy for a short time.[/QUOTE] I've been taking melatonin for about a year and I've never felt groggy for any longer than three minutes. literally the only thing that happens when I take it is I get tired for five minutes half an hour after taking them, no side effects or anything like that. [editline]28th September 2012[/editline] [QUOTE=Captain Chalky;37831561]There should be a possibility of finding some kind of drugs, so you could negate all the effects of fear if there are some and fight the Intruder in candyland. But of course, some elements would change.[/QUOTE] I've actually had an idea bouncing around in my head for some time about how painkillers could work. basically, after taking them, your maximum health is increased and you take less damage - at the cost of having no indication of what level your health is actually at, and as the drugs wear off all the damage that you would have taken comes back over a period of time. so if you got damaged, you'd basically just have to hope that it wasn't too severe and press on. that way, morphine isn't just a matter of increased health points. you have to ask yourself if you want to feel what comes next, and if you really want to be doing strong drugs that would realistically impair you just as much as they would help.
Having medicines as part of the range of consumables was something I had already planned. So far they were relatively boring compared to some of the recent ideas in this thread. I really like some of those ideas, and I'm definitely going to experiment with them, but one problem I'm already foreseeing is communicating to the player what type of drug it is and what it does. To be quite honest, I don't really take any drugs so if I wouldn't know what melatonin does if I came across it. Maybe that's realistic, and maybe people should rightly risk adverse effects if they're taking drugs they're not familiar with, but I'm not sure that's a wanted feature. To my recollection medicine bottles are relatively small, so even if I only put the name of the drug on it, actually getting that name across might still be a problem, especially when people are playing at low settings. Perhaps you guys can help come up with a clever solution? So far I'm thinking really big drug names on the bottle and using distinct colours and shapes so you can tell them apart even if you can't be bothered to read the labels.
[QUOTE=Mister Royzo;37847797]Having medicines as part of the range of consumables was something I had already planned. So far they were relatively boring compared to some of the recent ideas in this thread. I really like some of those ideas, and I'm definitely going to experiment with them, but one problem I'm already foreseeing is communicating to the player what type of drug it is and what it does. To be quite honest, I don't really take any drugs so if I wouldn't know what melatonin does if I came across it. Maybe that's realistic, and maybe people should rightly risk adverse effects if they're taking drugs they're not familiar with, but I'm not sure that's a wanted feature. To my recollection medicine bottles are relatively small, so even if I only put the name of the drug on it, actually getting that name across might still be a problem, especially when people are playing at low settings. Perhaps you guys can help come up with a clever solution? So far I'm thinking really big drug names on the bottle and using distinct colours and shapes so you can tell them apart even if you can't be bothered to read the labels.[/QUOTE] That is quit the dillema and wish I had a solution. But taking drugs and having possible adverse side effects would be very cool and if done right, creepy.
Different colored lids?
[QUOTE=Mister Royzo;37847797]Having medicines as part of the range of consumables was something I had already planned. So far they were relatively boring compared to some of the recent ideas in this thread. I really like some of those ideas, and I'm definitely going to experiment with them, but one problem I'm already foreseeing is communicating to the player what type of drug it is and what it does. To be quite honest, I don't really take any drugs so if I wouldn't know what melatonin does if I came across it. Maybe that's realistic, and maybe people should rightly risk adverse effects if they're taking drugs they're not familiar with, but I'm not sure that's a wanted feature. To my recollection medicine bottles are relatively small, so even if I only put the name of the drug on it, actually getting that name across might still be a problem, especially when people are playing at low settings. Perhaps you guys can help come up with a clever solution? So far I'm thinking really big drug names on the bottle and using distinct colours and shapes so you can tell them apart even if you can't be bothered to read the labels.[/QUOTE] Maybe a "e" feature? You hit e on the bottle and the screen zooms in on the prescription label to see what it contains, side effects, and how many you should take. Kind of a L.A. Noire examination if you know what I mean. What's the word on that news you said you were going to announce by the end of this week? Since Sunday is the start of another week, I presume you're going to tell us today. :v:
[QUOTE=Pat4ever;37848338]Maybe a "e" feature? You hit e on the bottle and the screen zooms in on the prescription label to see what it contains, side effects, and how many you should take. Kind of a L.A. Noire examination if you know what I mean. What's the word on that news you said you were going to announce by the end of this week? Since Sunday is the start of another week, I presume you're going to tell us today. :v:[/QUOTE] Forcing you to learn the drugs if you plan on using them in a tricky situation. I like it. Also, anything on other enemies, such as wildlife and or other people?
Royzo, if you're going to use Pat's idea, make sure you use some form of UI rather than a texture, as low quality makes every single texture a garbled, horrible fucking mess. Some games advertise objectives using textures, and that just ruins every single word. My PC can handle high quality textures, so I'm just saying. I have to play NMRiH on low because of the sheer amount of moving parts that need to be shadered and stuff.
Perhaps put the first letter of the drug on the cap? I'd vouch on different colors but that seems to branch off the realism that's being looked for. Is there any chance you might try and use the arm/hand mechanic from Jurassic Park: Trespasser? I know it would be god awful to code, but it made Trespasser a very interesting game. Perhaps as you're character experiences increasing fear it gets harder to pick things up.
[QUOTE=Mister Royzo;37847797]Having medicines as part of the range of consumables was something I had already planned. So far they were relatively boring compared to some of the recent ideas in this thread. I really like some of those ideas, and I'm definitely going to experiment with them, but one problem I'm already foreseeing is communicating to the player what type of drug it is and what it does. To be quite honest, I don't really take any drugs so if I wouldn't know what melatonin does if I came across it. Maybe that's realistic, and maybe people should rightly risk adverse effects if they're taking drugs they're not familiar with, but I'm not sure that's a wanted feature. To my recollection medicine bottles are relatively small, so even if I only put the name of the drug on it, actually getting that name across might still be a problem, especially when people are playing at low settings. Perhaps you guys can help come up with a clever solution? So far I'm thinking really big drug names on the bottle and using distinct colours and shapes so you can tell them apart even if you can't be bothered to read the labels.[/QUOTE] i have taken drugs, i can assist painkillers make you feel awesome, but slooowwww everything down anti-anxiety medicines make you all clumsy and stupid and you forget everything anti-depressants tweak you out a lil bit, you get all jittery so maybe along with the beneficial effects of the medicine you could include some sort of minor negative side effect or maybe thats a bad idea and it'd just be really annoying i dont know i'm not a game developer get off my back jesus
Effects of some drugs and perhaps just tiredness could add a heavy mouse acceleration. The same way as in Metro 2033 in that part where you have to carry that child on your back.
and having a high spooked level (if you're doing something like that) should prevent you from being able to sleep, meaning you need to take melatonin or something
[QUOTE=Mister Royzo;37847797]Perhaps you guys can help come up with a clever solution? So far I'm thinking really big drug names on the bottle and using distinct colours and shapes so you can tell them apart even if you can't be bothered to read the labels.[/QUOTE] Maybe when you pick it up, text comes up on screen with the name of the drug? That's the best I can come up with.
is this game gonna have an inventory?
[QUOTE=Chaotic Lord;37850393]Maybe when you pick it up, text comes up on screen with the name of the drug? That's the best I can come up with.[/QUOTE] While that's certainly an easy way to do things, it's not the route to go if you're trying to keep the game realistic and immersive.
[QUOTE=Mister Royzo;37847797]Having medicines as part of the range of consumables was something I had already planned. So far they were relatively boring compared to some of the recent ideas in this thread. I really like some of those ideas, and I'm definitely going to experiment with them, but one problem I'm already foreseeing is communicating to the player what type of drug it is and what it does. To be quite honest, I don't really take any drugs so if I wouldn't know what melatonin does if I came across it. Maybe that's realistic, and maybe people should rightly risk adverse effects if they're taking drugs they're not familiar with, but I'm not sure that's a wanted feature. To my recollection medicine bottles are relatively small, so even if I only put the name of the drug on it, actually getting that name across might still be a problem, especially when people are playing at low settings. Perhaps you guys can help come up with a clever solution? So far I'm thinking really big drug names on the bottle and using distinct colours and shapes so you can tell them apart even if you can't be bothered to read the labels.[/QUOTE] Maybe a 'health' drug could have its bottle tinted red like most health potions? Either that or have it only spawn in first aid kits (assuming there [i]are[/i] in fact first aid kits), that way their purpose is pretty obvious either way.
[QUOTE=Rediscover;37850181]i have taken drugs, i can assist painkillers make you feel awesome, but slooowwww everything down anti-anxiety medicines make you all clumsy and stupid and you forget everything anti-depressants tweak you out a lil bit, you get all jittery so maybe along with the beneficial effects of the medicine you could include some sort of minor negative side effect[/QUOTE] have you ever taken them in a prescription?
Has he even taken them? Because a lot of the drugs used to treat anxiety are also used to treat depression. And they do [I]not[/I]​ do as rediscover describes.
Take some pills, have horrible hallucinations hilarity ensues
I like the idea of discerning between pill brands and types with colors. It makes sure that in a pinch, players can grab them with at least some idea of what they are without having to zoom in and disrupt the flow of the game or slow you down if you're running from the fucker. That said, having similar designs or colors on the lids may make the game fun as well - you take sleeping pills instead of depressants by accident, opening up a whole new range of problems. You could have the label a certain color correlating with their effects, or maybe just a differently colored lid. This also helps with players that have to play on low settings, because they don't need to worry about reading tiny labels. EDIT: As well as that, differently shaped pill bottles and containers may also help. Circular pill brands are different to squarely-shaped ones and that kind of thing.
[QUOTE=nerdster409;37852536]Has he even taken them? Because a lot of the drugs used to treat anxiety are also used to treat depression. And they do [I]not[/I]​ do as rediscover describes.[/QUOTE] i have taken them. i'm not trying to like brag or anything, i was just trying to contribute my knowledge of the subject and actually, they [I]do[/I] do as i describe
Honestly, I wouldn't try to implement drugs as they could be a liability in several aspects. If you want to add some sort of consumable, throw in more common things like energy drinks and common painkillers. Maybe some other, but easily confusable common medicines for gameplay and realism but that is stretching it a bit. Maybe morphine or adrenaline if you manage to come by a clinic or a hospital. Just something basic medicines that are known by name, don't try to throw stuff people normally don't have unless they are sick in some way.
Perhaps you can have some kind of detail view? I'm not sure how your inventory system is going to work, but maybe once it's in your inventory you'll be able to read the label and find out what you picked up. If you hold it in your hand like an equipped weapon before you use it, you can read the label. What if your character had glasses that needed to be cleaned now and then? Perhaps even drop them? Maybe even break them. What if you had to find a new pair? What if the prescription isn't right, warping your view a little bit?
[QUOTE=Cows Rule;37856122]What if your character had glasses that needed to be cleaned now and then? Perhaps even drop them? Maybe even break them. What if you had to find a new pair? What if the prescription isn't right, warping your view a little bit?[/QUOTE] that'd just be unnecessarily tedious
[QUOTE=Rediscover;37853582]i have taken them. i'm not trying to like brag or anything, i was just trying to contribute my knowledge of the subject and actually, they [I]do[/I] do as i describe[/QUOTE] Royzo is better off researching each drug himself, the fact that your drug descriptions are in-accurate, and also, the fact that each person can experience a drug differently.
[QUOTE=Rediscover;37853582]i have taken them. i'm not trying to like brag or anything, i was just trying to contribute my knowledge of the subject and actually, they [I]do[/I] do as i describe[/QUOTE] 1. It sounds like you're bragging 2. I had a radically different experience with fluoxotine and Xanax 3. It sounds like you're trying to take them as fact
[QUOTE=CorporalCupCake;37853239]I like the idea of discerning between pill brands and types with colors. It makes sure that in a pinch, players can grab them with at least some idea of what they are without having to zoom in and disrupt the flow of the game or slow you down if you're running from the fucker. That said, having similar designs or colors on the lids may make the game fun as well - you take sleeping pills instead of depressants by accident, opening up a whole new range of problems. You could have the label a certain color correlating with their effects, or maybe just a differently colored lid. This also helps with players that have to play on low settings, because they don't need to worry about reading tiny labels. EDIT: As well as that, differently shaped pill bottles and containers may also help. Circular pill brands are different to squarely-shaped ones and that kind of thing.[/QUOTE] Well yes, obviously you wouldn't want to zoom on the pills in a hurry. Which is why you only examine the label when you need to and just have the ability to take them whenever. Of course, if you take too many or too less, or even the wrong ones, then that's your fault. I don't think he'd use textures for it if he implemented it since as you and others have said low settings would cripple the use of them. [editline]30th September 2012[/editline] [QUOTE=Lord of Ears;37856168]that'd just be unnecessarily tedious[/QUOTE] What he said. Plus the likelihood of finding the same prescription glasses in the real world is very slim.
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