In this post I would like to expand on some of the things that where brought up in the last post on obstacles. I am going to go through some of the steps involved in coming up with an obstacles and problems encountered.
The problem with obstacles
Even though freedom is something of a buzz words these days in games, most games needs to restrict the player somehow. This is especially true for various types of adventure games where the player must be guided along a story path. In this blog post I will call these restrictions “obstacles” and will briefly discuss the various design problems connected with these.
The Thank You Post
This year began pretty well for us, things were looking good and the future of 2009, 2010 was planned. Then due to the normal unfortunate events in this unstable business we found ourselves in quite a pickle.
Maps with s-tile
This post was meant to talk a bit about the Level Editor, but first I need to tell you about something you might not know… and it’s called tilemapping.
Re-release of the Penumbra Series for Mac & Linux – USD 5 launch offer!
With a brand new installer the three Penumbra games will be available as a single download starting this Friday the 17th. The new release will improve the user experience compared to the original “three downloads with three serials”-installation procedure.
Nothing will save you!
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.