[Idea] Horroreiver
[Idea] Horroreiver
I know how to make Receiver a horror game in 3 easy steps that don't require much coding. This would be a mod, of course; not saying that default Receiver isn't scary enough.
1. MAKE ALL LIGHTS IN THE MAP DESTROYED AND MAKE THE PLAYER ALWAYS HAVE A FLASHLIGHT.
Imagine you have to hide from a hoverbot in pitch black.
I tremble just thinking about it.
2. TURN OFF NORMAL MUSIC AND ADD CHASE MUSIC AND AMBIENCE.
Amnesia soundtrack would fit.
Also, I'm not pissing and shitting at the same time when I'm being chased by a hoverbot, it's only one at a time. This way, I'll also be ripping out my throat out of pure terror.
3. YOU ONLY HAVE A FLASHLIGHT.
The only pickups that exist are tapes.
You have no methods of defense.
4 (Optional). YOU OCCASIONALLY HEAR FOOTSTEPS AND WHISPERS.
....oh god, who said that?
Am I going insane? WHERE ARE YOU????
1. MAKE ALL LIGHTS IN THE MAP DESTROYED AND MAKE THE PLAYER ALWAYS HAVE A FLASHLIGHT.
Imagine you have to hide from a hoverbot in pitch black.
I tremble just thinking about it.
2. TURN OFF NORMAL MUSIC AND ADD CHASE MUSIC AND AMBIENCE.
Amnesia soundtrack would fit.
Also, I'm not pissing and shitting at the same time when I'm being chased by a hoverbot, it's only one at a time. This way, I'll also be ripping out my throat out of pure terror.
3. YOU ONLY HAVE A FLASHLIGHT.
The only pickups that exist are tapes.
You have no methods of defense.
4 (Optional). YOU OCCASIONALLY HEAR FOOTSTEPS AND WHISPERS.
....oh god, who said that?
Am I going insane? WHERE ARE YOU????
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Re: [Idea] Horroreiver
That sounds fucking amazing. Someone, get on that!
I'd do it, but I'm busy learning Japanese. I can't be bothered to learn about modding right now.
I'd do it, but I'm busy learning Japanese. I can't be bothered to learn about modding right now.
Re: [Idea] Horroreiver
1. Wouldn't be that difficult, maybe a minute or two of editing the level generation scripts.
2. You'd have to cut the music up to work with the existing system, or program a new one. (Not that difficult either)
3. Easy.
4. Could be done easily as well.
That would be an interesting mod, if a bit boring (Since you'd have almost no gameplay left in the game, essentially.)
2. You'd have to cut the music up to work with the existing system, or program a new one. (Not that difficult either)
3. Easy.
4. Could be done easily as well.
That would be an interesting mod, if a bit boring (Since you'd have almost no gameplay left in the game, essentially.)
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Re: [Idea] Horroreiver
I don't think so.Enemby wrote:1. Wouldn't be that difficult, maybe a minute or two of editing the level generation scripts.
The way the game generates seems to be a random lineup of pre-existing "squares." Since almost every "square" has lights in it, you'd have to actually edit those squares somehow, not the level generation itself.
Re: [Idea] Horroreiver
Actually the way unity works i think you could just deactivate all the light prefabs.AmorphousGamer wrote:I don't think so.Enemby wrote:1. Wouldn't be that difficult, maybe a minute or two of editing the level generation scripts.
The way the game generates seems to be a random lineup of pre-existing "squares." Since almost every "square" has lights in it, you'd have to actually edit those squares somehow, not the level generation itself.
EDIT: actually, a simple script change (to LevelCreator) does mostly work;
Code: Select all
var lights = GetComponentsInChildren(Light);
for(var light : Light in lights)
{
if(light.enabled)
{
light.enabled = false;
}
/*
if(light.enabled && light.shadows == LightShadows.Hard)
{
shadowed_lights.push(light);
}
*/
}
tiles.push(where);
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Re: [Idea] Horroreiver
I like the idea, but I think they should still have a gun, but give them an Uber-complicated one with one shot and about 10 sec to reload. some rooms would be impossible otherwise.
Good idea, though, someone should make it. (not me)
Good idea, though, someone should make it. (not me)
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Re: [Idea] Horroreiver
Jamming would make the game unrealistic, though. you could make it so that the bullets were primer-only(yes, they do make them) They fire subsonic, and will penetrate into just about nothing. sometimes you can see them leave the gun. they'd only have about a 50% chance of damaging things, and you'd have to work the action every time.
Re: [Idea] Horroreiver
Either that or you have a lead pipe.
Which breaks really easily.
Which breaks really easily.
Re: [Idea] Horroreiver
The most effective weapon.haidawe wrote:Or a piece of uncooked spaghetti.Timbles wrote:Either that or you have a lead pipe.
Which breaks really easily.
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Re: [Idea] Horroreiver
Agreed. Uncooked spaghetti it is.Timbles wrote:The most effective weapon.haidawe wrote:Or a piece of uncooked spaghetti.Timbles wrote:Either that or you have a lead pipe.
Which breaks really easily.
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Re: [Idea] Horroreiver
What? I uh . . . I don't know what you're talking about. *looks around suspiciously*haidawe wrote:>Agrees with uncooked spaghetti for ReceiverAmorphousGamer wrote: Agreed. Uncooked spaghetti it is.
>Shot me in the knee to "balance me out"
I see, Amorphous, I see...
Re: [Idea] Horroreiver
Because jamming isn't frequent with actual (modern) guns. After the initial breakin period, my Glock has gone over 1000 rounds without a hiccup. Granted, I never went more than 100 rounds without at least cleaning the barrel...haidawe wrote:How would it make it unrealistic? If the jamming where as frequent as they are with actual guns, unless that isn't an issue now... the bullet idea is great though.Groenendael72 wrote:Jamming would make the game unrealistic, though. you could make it so that the bullets were primer-only(yes, they do make them) They fire subsonic, and will penetrate into just about nothing. sometimes you can see them leave the gun. they'd only have about a 50% chance of damaging things, and you'd have to work the action every time.
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Re: [Idea] Horroreiver
But he never said it was frequent. He said that you could make it as frequent as it is in real life. Are you saying it's literally impossible for a gun to jam in real life? Then why should it be literally impossible for a gun to jam in virtual reality?UNHchabo wrote:Because jamming isn't frequent with actual (modern) guns. After the initial breakin period, my Glock has gone over 1000 rounds without a hiccup. Granted, I never went more than 100 rounds without at least cleaning the barrel...haidawe wrote:How would it make it unrealistic? If the jamming where as frequent as they are with actual guns, unless that isn't an issue now... the bullet idea is great though.Groenendael72 wrote:Jamming would make the game unrealistic, though. you could make it so that the bullets were primer-only(yes, they do make them) They fire subsonic, and will penetrate into just about nothing. sometimes you can see them leave the gun. they'd only have about a 50% chance of damaging things, and you'd have to work the action every time.
Re: [Idea] Horroreiver
I suppose, but even if it happens once out of every 1000 shots (which I would consider frequent for a modern pistol), then most players aren't going to encounter it, so when it does happen it'll be completely foreign to them.AmorphousGamer wrote:But he never said it was frequent. He said that you could make it as frequent as it is in real life. Are you saying it's literally impossible for a gun to jam in real life? Then why should it be literally impossible for a gun to jam in virtual reality?
Also, of the four malfunctions a semi-auto can have (without requiring disassembly), only one of them (a double feed) could be done without adding new controls:
1) Failure to feed - Usually caused by the mag not being seated properly (meaning you'd need to alter the mechanics to make it a user error). Tap the mag to seat it, rack the slide to chamber a new round.
2) Out-of-battery - The slide fails to go all the way forward. Hit the back of the slide to seat it.
3) Stove pipe - Brass gets caught in the ejection port. Sweep the hand across the top to clear it, and the slide will move forward.
4) Double feed - The extractor fails to grab the brass and remove it. Lock the slide to the rear, remove the mag, and rack the slide until the round gets ejected. Then insert a new mag, and rack the slide to chamber a round.
I'd say it's infrequent enough for most players to run dry to slide lock, since I imagine most of us top off our mags practically every time we shoot at a bot. Without being able to practice malfunctions like you can in real life, I can't imagine too many players being able to actually clear them in a reasonable time.
Re: [Idea] Horroreiver
I'll have to confront the statement. It depends on weapon, mostly. When I was in combat training, my M16 would jam up pretty often during little firefights, enough to say that they do happen pretty often. The M16 is a pretty open system, lets a lot of dust in and has a lot of carbon buildup.UNHchabo wrote: Because jamming isn't frequent with actual (modern) guns.
However, the FS2000 I have now is very sealed and contained. A gasket around the magazine, cover over the chamber, the ejection port cover doesn't even open until you've fired six or seven rounds. It stays pretty damn clean inside, leading to less jams.
The other thing is that a user can cause jams himself, which can skew any data there.
Best to leave jams out of consideration for increasing the difficulty of weapon operation. Having random things go wrong is going to seem unfair more often than engaging anyways. It's generally a bad idea to kill players when they've done nothing wrong just because something random directly affected them.
I would suggest simply giving the players a single shot weapon, like the Kar98 or some similar weapon. I like Josh's control scheme for his bolt action rifle, and forcing the player to insert a new round every time will slow things down a bit. On top of that make ammo rare as fuck. The player has to really pick and choose their battles. Rather than making their combat decisions based entirely upon "Fuck, will that random thing happen?" it becomes more a question of "Can I aim to disable, not get shot or tazed and still have enough ammo for later?". They now have to think and engage themselves to survive rather than worrying about random shit. Also, having a weapon jam up on 50% of shots, hypothetically, would kill a very similar number of enemies as having 50% ammo spawns.