View Full Version : Rustwood (FPS) *Survival Horror*

12-19-2012, 10:44 AM
I have fixed the ending, everything will now work as it should.
This took a long time to do, there is a lot going on. So please, please, please if you notice something bugging out do me a great huge favor and let me know what it is. Seriously, because I overloaded my head by the end of this.

Level Link: https://karting.lbp.me/v/3agx

*SP survival horror* You(?) stumbled upon a mountain town just thriving! Well, for the dead and mad... Collect memories to win prizes and uncover the mystery of Rustwood. You're alone, but you've got company. *IF something gos wrong, reload the level*


Experimental Features:

- Random storm effects: lightening noise/flash + sticker
- Sticker Notifications: Damage indicators, and so on. Not really new, but I haven't used them to this extent before.
- Voice acting storytelling: Probably the most finicky. They are troublesome, though not as heavy as lights and what not.
- I think that's it...

Extra notes for you (Most are in game, but this is just easier to read in my opinion):

- This is a psychological/survival/horror. How well I did at any of that, is up to the player to decide.

- Full control list:

Shoot: R1
Look up: L1 + Left stick UP
Look down: L1 + Left Stick DOWn
Look right/turn: Right Stick RIGHT
Look left/turn: Left Stick LEFT
Move: Left Stick
Jump: X or R2
Display controls in game: Triangle

- You don't "win" by killing the undead, but you do lose if you get hit too much by them. I won't tell you how much life you have, though.

- Don't get trigger happy, unless you are a great aim. You have 40 bullets and that is it, no more, no less.

12-19-2012, 05:33 PM
Wicked, this looks really cool! Queued and will try it out very soon - nice work.

12-20-2012, 07:57 AM
Sweet! Let me know if anything gos awfully wrong or if you have any suggestions to gameplay/HUD/Design.

Also, I fixed the "broken" end. The music now plays as it should, and anything else that was broken along with it.

It makes all the difference lol.

12-22-2012, 03:34 AM
Looks awesome! Got it Q'd. :D

12-22-2012, 03:38 AM
looks great qued :D

12-22-2012, 03:32 PM
Cool idea, and I think you did a good job with the voice acting. Also, the storm and rain effects are awesome!! Controls are a bit rough (too be expected). Also, I think that some of the objects were a bit t0o bright. I would consider turning down object brightness on most objects (this is super easy to do, just hover over it and press square once it is outlined in purple). Finally, add a little variance in the terrain would make it feel more haunting, organic, and real. Very cool man!!

12-22-2012, 07:53 PM
What objects? I had the sun down to zero, so I took round lights and placed them underground to light up the scenery. I did that a little too early and after certain objects got thrown in I wasn't able to go back and move the lights, because I didn't think of it ><.

As for the controls, I did want a little big of harshness but not as much as it is. I couldn't figure a way to back up without the default inverted controls. If you know a way let me know, that would help a lot. I don't really want to add strafing as that would make it too FPS.

I was able to get in the grass, but that alone was very thermo heavy. I'm out of thermo :/ or close enough that adding anything more would make things break upon loading the karts ><.

More reason we need level links lol

12-22-2012, 11:02 PM
excellent sound and weather. I have no clue how you did that rain. Voice acting was fun and the black and white was cool.
I struggled with the controls, I think we need to find a way to get proper fps controls if this is gonna take off as a sub genre.

12-22-2012, 11:12 PM
Twice I tried this, and twice I've gotten stuck to an NPC character and carried off >.> Before that happened both times, I noticed that the game wasn't really as scary as it could be. I think I'd make it as dark as you can before pitch black, then attach a light to the kart kind of like a lantern. Sadly with the NPCs as they are with the bright pink names I don't think they could ever take you by surprise.

I don't see where all your budget could have gone on this though, nothing seemed overly complex or ornate. Do you have some big stickers on the ground anywhere? Putting any sticker at all on the actual terrain absolutely murders budget. Using the prerendered fencing also murders budget if you have any of that. I don't think the controls will be able to be helped too much, but I'd play with the lighting some if you ever make another. Ambient Lighting options make a huge difference, far more then the other two (they effect shadows AND background).

I liked the idea behind this, but I think the game engine is working against you. I'd like to see another though.

12-23-2012, 01:06 AM
Lights and kart-logic(s) are thermo heavy. The houses are all built piece by piece, as well as everything in the carnival. And the mansion as well.

I thought about making it darker, but ultimately I just didn't like the way that would work. With the lights already in and having to get back to trying to use the transmitter(couldn't get it to work before) for a proper flashlight, plus that's what made Silent Hill Homecoming and Operation Raccoon City such crap so I'm on a border there, . Which is another reason I didn't attempt to add strafing (other then that being out of place, sharp controls are 50 percent of what's wrong with todays horror/style games).

I played plenty with the lighting, the only light in the level is from ambient lighting and light balls placed around underground to help add definition. As shadows do not appear at all after having turned off the sun.

Logics + built objects + lights will pretty much destroy the thermo. You also have to account for when karts actually spawn, they take thermo post-creation. So you can have a bar of thermo left but a good sum of custom karts being loaded during game play can and will override it if they are too demanding.

This happened in little big space-k when there where meteors on fire, and a galaxy. In create mode it looked fine. But once in play mode it was too heavy and forced the effects to not work.

I considered (still kind of am) cutting out the mobs all together and making it a tad darker. BUT, that defeats all the work I did with that and I'd rather just do something different lol.

Another thing I was going to do was add static cameras rather then First Person. But this would be a problem with AI, because they don't read as sack-bots did in LBP2, they read as other players.

By the sound of it, lots of people are disliking the controls. So maybe I will get back in and see if the strafing works and would make a difference. But for the life of me I still don't know how to solve the inversion when backing up.

12-23-2012, 07:38 AM
I havent tested this or anything, but what if you don't use the kart? Make the 'player' a camera on a custom object. would that be easier to get moving correctly?

12-23-2012, 11:01 PM
What do you mean by custom object? I'm using custom karts. I'm not sure what would happen without any players being read in the arena.