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RE: Lock In's new title screen might evoke a familiar feeling (gameplay screenshots too)

in #gamedev6 years ago

I apologise if I came across as saying "Ditch the flashlight". Not what I was trying to say at all... As you pointed out, a flashlight done well can be very effective indeed. Conversely, a flashlight done lazily just spoils the game completely.

As I said, use the fog excessively like in Silent Hill or use it subtly... This was meant as a supplement, not a replacement. What is nice about this fog is that you get a height based option (as opposed to a distance only option) which is nice for a subtle effect. Stuff at ground level are obscured but they become more visible the further off the ground... I.e. show the table but the legs start to fade out nearer the ground... It just adds to the mood.

Anyway, it's awesome and it's free so experiment and play with it... or not. At least you now have one more option than you had yesterday :) Hope it helps :)

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@jansensensei
I will probably use the fog thing you suggested. :) I just mean that being in the extreme darkness is part of the gameplay. One player has a flashlight, one has a gun. The two are supposed to need each other. The flashlight will stagger enemies so the other player can shoot them. I just mean that the flashlight will be extremely important to the player, and the story.

Don't get him wrong, it's just that indie devs focused on a single project are usually more concerned about getting the game done than experimenting new things.

Scrambling new ideas in can make us sidetrack and burden us out, which we can't afford to do since it already takes a lot of time until it's ready for release.

@felipejoys
It's true! But don't expect everywhere in Lock In to look just like this :)
And expect many monster mechanics too. It will probably stay this dark, but there will be a lot of monsters to fight, and it will probably be a decently long game.

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