(07-31-2011 05:00 AM)Ghostflame Wrote: Great thinking sir, you deserve a medal. It's kind of a killer of the atmosphere, running away from a monster, and going through some door, and he says 'Oh...' and then goes home. If they could bust down every door, that would be much more lifelike and therefore result in a scarier and realistic story. If I'm not mistaken, that is your goal?
Unlike other custom stories, my monsters will not vanish out of thin air; if they do vanish, it would have been because the path nodes made them go some where far enough to give that impression (but they should eventually come back) or because you killed them. Yes, even dying will not cause them to vanish. I also have a lot more ideas for monsters, one of them involving killing the monster, therefore forcing the player to attract the monster, planning and timing their actions accordingly. Also, the buildings will have light inside (though not necessarily room-filling). What is more scarier, knowing that you have a place to hide in the dark, or knowing that there's is a chance that the monster can see you across the hall? The light should also help counter the fact that the monsters do not vanish. Nevertheless, this does not necessarily mean that you can't hide in a place that was originally lit full of candles.
That being said, attempting to avoid "level doors" is more for trying to accomplish a seamless experience. Loading screens pause immersion, and it would be more entertaining (i would assume) if there were as little interruptions as possible. I do understand that loading screens can help people better understand the story, but i have other ideas that will take the place of loading screens as much as possible. Loading screens, however, will have their place, but only when you're about to leave one big area (like a town) to move onto another big area (like a castle).