SamSuka
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Sound meter + puzzles done.

New updates! All the puzzles are in place and things are nearly ready to go... But first the bad news, I'm going to have to delay 0.2 until next week. Reasons why are below

Sound meter: https://www.youtube.com/watch?v=3HdywpghtQk

I decided to move the sound meter from the UI on to the actual model. 

The old version looked a bit weird in game.

It's working pretty well so far. But it presents another design challenge: being able to carry only one thing at a time severely limits things. Especially when it comes to tools like the lighter, flashlight, weapons, meters. Having to abandon your stuff every time you pick up a new item is a problem. So I'm going to add the inventory system sooner rather than later (originally planned for 0.2.1)

I'm still debating between a Re vhs style inventory like my past games or a Silent Hill type of rotating inventory. I'm leaning towards the Vhs style because it just look cool, but I think three items at a time might be the perfect number and I'd need an even number of slots to make the box inventory work.

I also want to add more features to the AI such as how the killer deals with you in vents when he can't reach you, and setting up traps to catch you.

I'm also planning the survival features for a full version. At least a hunger and thirst meter to effect your speed and eyesight. As the days go by, you'll have to find food and water around the house if you're going to have any chance escape.

Sound meter + puzzles done.

Comments

Have the menu look like the 3-pyramids symbol drawn on the walls of the house. Enough spaces to hold three items. 😝

somewhat

awesome sound meter reminds me alien isolation motion detector ;) great work

GEORGE PRIONAS


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