In this post the the no-save system hinted at in the previous post will be discussed by going over various systems and see how they apply to horror games. I also want to point out that as in the last post, saving means the type of save that determines where the player starts after failure (death) and not progress recording.
What will save you?
Having talked about combat for a few weeks I will now move onto something else: Save systems in horror games. I will briefly discuss the various save systems available and how they affect the scare factor.
Blog about Unknown and Horror created
Instead of using the Work Log in the forums to report about development, we have decided to launch a brand new Blog. The Blog will discuss development of our upcoming game Unknown and also horror games in general.
A History of violence. Part 3
In this blog post I will focus an underused combat mechanic: Chase Sequences. This type of “combat” is very common in horror movies, but quite rare in horror games. I will briefly discuss how we used it in Penumbra, problems it causes and how some other games have implemented it.
Playing around with particles (not related to the LHC in any way)
Now for another lookie at our powerful arsenal of tools. This time I’m showing the Particle Editor, which is the app we use to do those nifty particle effects like fire, smoke and so on… you can get really nice stuff by using this thing.
A History of violence. Part 2
In this part of “A History of Violence” I will briefly investigate some of the types of combat found in horror games, compare them to films and discuss how they impact on the scare-factor.
The tools of the trade
Hi everyone! As my first post in the blog, I feel like I needed to do a little introduction. I’m Luis, I’m not that known compared to the 2 visible heads around here 😛 but I’m the other programmer here at Frictional, maybe some of you might know me from the forum, but I kinda vanished from there a while ago… But I’m here again, and this time I promise to be a little more constant than before, which shouldn’t be that hard 🙂
A History of violence. Part 1
Ever since I started working on horror games (first was a simple 2d game called Fiend) I have been thinking about what kind of combat one wants in a horror game.
The “fun” in horror games?
When discussing gameplay in games, the main focus is mostly on making it “fun”. The meaning of “fun” is usually that it is an enjoyable experience for the player and that boredom and frustration are reduced as much as possible. Normally this is the main priority when working on some part of the game and if it is not “fun” enough, that part will be remade or scrapped. In many horror games things are different though and focus is instead put on invoking emotions other than just “fun”.
Welcome!
Welcome to Frictional Games’ newly created for blog for all of you interested in our work and/or horror games.