The basic concept is that of the traditional survival horror (a marketing phrase created by Capcom for the original Resident Evil), meaning an adventure game with survival mechanics. Now this one will be lighter on survival, and mostly about exploration after you wake up in a house not knowing how you go there. You'll freely explore, with multiple options of things to do most of the time, solving puzzles, finding out what's going on and gradually opening up more areas as you progress. The reason why it's lighter on survival stuff is because I'm thinking there will be no weapons, so you will have to simply avoid the single enemy in the game that hunts you down randomly (kinda like the concept of Nemesis in RE3 or the alien in Alien Isolation).
Because this is being presented in 2D, I am looking at Lone Survivor for some inspiration on how to lose 1 dimension elegantly, though I'm not really planning any hiding spots like in that game. Home was also a game that made me feel like I could do this, although I think this game is gonna be a lot bigger and more involving gameplay wise.
I'm building it in the Gamemaker engine using it's language, while working out how the fuck it works, so progress is slower because I don't know what I'm doing. I have basic stuff in the game though like:
- Item system.
- Doors / keys / locked doors etc
- Fade or animated transitions between rooms, allowing door animations like Resident Evil.
- Adequate text/dialogue/story telling system in place. Just worked out how I plan to add cutscenes.
- Music / room ambience system.
- Basic lighting effects. Doesn't cast shadows but brightens areas using shapes or sprites.
- Globally timed lightning that effects window animations and so on, since the game takes place during a thunderstorm, obivously.
I have built early versions of most of the house, after planning it first with the basic idea that different sequences in the game take place in different themed areas of the building. Now it's about thinking of more detailed story progression and particularly puzzles.
Some recent screenshots:
Edited by OmegaBolt, 10 May 2016 - 07:19 PM.