Work In Progress / Paranormal Evidence

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Belidos
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Posted: 13th Sep 2017 22:03 Edited at: 13th Sep 2017 22:06
"Paranormal Evidence" is a first person non-combat game in which you will play the part of a ghost hunter in a haunted location, it's pitch dark and "things" are happening around you, i.e. objects moving, shadows, even full apparitions, there will be audio, visual, and prompted clues to lure you to the activity.

Initially you will be armed with an EMF meter that shows lights and makes a clicking sound when you come into range of activity, the closer you are the more lights will be lit and the faster the clicks will be, when in evidence gathering range it will emit a shrill beep and light up the final light.

Here is a brief video showing the EMF meter in operation (sounds to be added at a later date):


You will also have a camera, and a voice recorder, and when you are in range of the activity you have to choose which to use to capture the activity, if it's audio you just need to be close to the sounds location, choose the recorder and click the mouse button to record, if it's visual activity you choose the camera and aim it at the activity and press E.




The goal of the game is to capture as many of the paranormal events with your camera or voice recorder as you can while solving puzzles to find the way out. I've already got some rough plans for a scoreboard at the end of each level showing "current" and "best", using a system to save/load variables from file, and a rough idea of how the mechanics of the camera/recorder will be achieved.

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Duchenkuke
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Posted: 14th Sep 2017 07:13
Very interesting Idea ! Looking forward to see more and how you manage to implement your ideas into gameguru.
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Belidos
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Posted: 14th Sep 2017 08:14
Cheers Duch, so far mechanics wise, it's actually pretty simple, just uses player distances and variable flags, the EMF is working (as long as i don't put the activity entities to close and confuse the flags when the range crosses), the camera is pretty much working, and i have rough outlines how the rest of it will work.

One thing i'm working on at the moment is to make some of the visual activity hidden and only show the entity when the camera is active. So you will be walking along and see nothing, but the EMF will light up, if you activate the camera it will show the entity and when you put the camera the entity will hide again, i think that would be a great effect if i can do it.

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Belidos
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Posted: 14th Sep 2017 22:09 Edited at: 14th Sep 2017 22:09
I've been working on my camera script, so far so good:


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Belidos
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Posted: 16th Sep 2017 23:39 Edited at: 16th Sep 2017 23:40
I'm really enjoying this project, i'd hit a bit of a wall with The Island, I knew what I wanted, but the idea and project were just too big, I wanted to do too much with it, most of which GameGuru can't do yet, so it's a relief to work on something a little less ambitious.

I've been working on the functionality of the camera and EMF meter, and a few other things.

1. The EMF meter now lights up gradually and plays an audio "clicking" which also increases as you approach the activity.
2. The camera now only operates when your red light is lit up, and closes as soon as you capture the activity.
3. Entities can only be seen through the camera.
4. Worked out how to make my "entities" see through.
5. Added an evidence count to the top left (temporary for now).
6. Created some new building assets to set the scene.
7. Added a camera click sound to the camera.


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Posted: 16th Sep 2017 23:56
Hmm good spirit hunter type thing m8 seen this in some horror movies nice effect
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Belidos
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Posted: 17th Sep 2017 19:09 Edited at: 17th Sep 2017 21:33
I've spent the day playing with the lighting settings for my test scene, so far i'm fairly pleased, it's getting close to what I need, but there's something missing, it's not quite there, anyone have any tips?


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Belidos
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Posted: 18th Sep 2017 21:58 Edited at: 18th Sep 2017 21:58
A few more lighting tweaks, made some doors, and changed the floor board texture to something much better. Getting better, but still not quite there, would be really grateful for some suggestions.


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GraPhiX
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Posted: 18th Sep 2017 22:42
hey Belidos nice work really like this idea, will be following this thread
you could make it a bit misty/dusty, dripping water can also be a bit eerie, put some pipes running along the ceiling and when a player gets to a 'zone' shoot a steam spray right in front of them from a pipe with a loud sound effect, that would give the player a shock lol
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Posted: 19th Sep 2017 00:14
Quote: "I'm really enjoying this project, i'd hit a bit of a wall with The Island, I knew what I wanted, but the idea and project were just too big, "


I think when you get the first level playable you should put it up for people to play and build from there.wolf was saying the Same thing ,you tend to think to big and then get disappointed with the results you are getting or wanting.

(Not just you ,everybody)

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Belidos
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Posted: 19th Sep 2017 08:35 Edited at: 19th Sep 2017 08:39
Quote: "I think when you get the first level playable you should put it up for people to play and build from there.wolf was saying the Same thing ,you tend to think to big and then get disappointed with the results you are getting or wanting.

(Not just you ,everybody)

Dave"


True enough. I think with me though it's more that it was too big an idea for GameGuru, rather than too big an idea for me, a lot of things i wanted to do were beyond the current scope of GameGuru, and i just couldn't think of a way to tone them down. Plus, with the AI in the state it's in at the moment a lot of my work would go completely unfinished. This project is actually almost as complicated in some aspects as The Island was, but it's pretty much all within the capabilities of GameGuru (at least so far), and because it's more a puzzle and collect game with a spooky atmosphere, i don't have to rely on the AI and weapons, or a big story line, which makes it a lot easier.

Quote: "hey Belidos nice work really like this idea, will be following this thread
you could make it a bit misty/dusty, dripping water can also be a bit eerie, put some pipes running along the ceiling and when a player gets to a 'zone' shoot a steam spray right in front of them from a pipe with a loud sound effect, that would give the player a shock lol "


Cheers mate.

I was thinking of tips and help along the lines of what needs to be adjusted with the lighting, more than model placement and mechanics. But all tips are well received

I want to try to steer away from too many jump scares, i tend to find them a little tacky and in most games pretty lame, and to be honest, i don't think that GameGuru has the final control and speed to handle a truly scary jump scare. That's not to say i won't be putting some in, i have a few planned, mostly simple things like stacked furniture collapsing as you walk past, and maybe as you have suggested a steam jet from a pipe, little things like that.

Mainly i want to creep people out a bit, so there will be situations like for example you enter a room and do something, then when you leave you end up in a completely different location to where you expected, or a corridor that leads to itself over and over until you try something different, or maybe when in a certain room subtle things will move behind you silently, so when you turn around something feels wrong but you can't put a finger on it.

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Posted: 19th Sep 2017 09:38
I love this idea! Very relevant to my interests and I'll be watching closely. For suggestions, maybe a little more blur or darkness to the distant areas, something to make the end of every corridor a place that the player is unsure about approaching.

As for creepiness, I'm not a big jump scare fan, either. I prefer the slow, drawn-out creep factor that makes me want to take a break. I like to be able to stop a heart attack before it happens...

The pipe and steam idea is good, but I think it would work just as well if it were a slow hiss fading in and out as opposed to a quick jolt. A spitting pipe down the hall could make a player think something will happen in that area, and it may or may not. The anticipation could be just as effective or more so than a jump scare used on the same object.
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Posted: 19th Sep 2017 16:04
Very original and cool idea!
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Duchenkuke
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Posted: 20th Sep 2017 17:32 Edited at: 20th Sep 2017 17:33
WOW this looks better and better... Now just put in some nasty sound effects and REALLY creepy music and this could be one among the best gameguru work we have. Very impressive ! Can't wait to see more !

Also put in some clutter and some more detail, that would really help building the atmosphere.
Very nice, belidos.
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Posted: 20th Sep 2017 17:35 Edited at: 20th Sep 2017 17:39
Thanks Duch.

Yeah, clutter and detail, as well as audio is all planned, i'm just trying to get the lighting right on the base scenery first, then i'll start layering it with clutter


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Duchenkuke
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Posted: 20th Sep 2017 17:37
In my opinion the lighting looks already very good. I don't see how you could improve it even more.

I especially like those wall textures... is this built in the EBE ? Or did you make these walls yourself?
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Belidos
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Posted: 20th Sep 2017 17:42 Edited at: 20th Sep 2017 17:54
No these are my own personal models, they're modular, working on a 100x100x110 grid (i always though 100 was too low for a ceiling), so that i can just use the same models over and over with different textures to make different scenes, a side effect of that is it should reduce the load/memory usage quite a bit because it won't have to load/store every single individual model, just a handful of them

I've actually spent the day completely remaking them from the ground up because they were originally double sided with an inside and an outside texture, so if i wanted the same texture on both sides i would have to double them up, which would make the walls way too thick, so i've halved the thickness of the walls and blanked the back sides, that way i can double them up and they're not too thick, and by doubling them up with different entities i can have different textures on each side.

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Posted: 20th Sep 2017 17:46
Very cool !
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Posted: 20th Sep 2017 18:01 Edited at: 20th Sep 2017 18:03
This is what the corner pieces look like...



They all fit together perfectly on a 100x100 grid, and can be rotated any way you want (in 90 degree steps) and still match up, they can also be stacked (the floor pieces have a floor on the top face and a ceiling on the bottom face) so you can make multiple floors (i need to work on making a few sets of stairs and maybe elevators for that).

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Duchenkuke
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Posted: 20th Sep 2017 18:15
Man.... I really gotta learn how to model too... at some point I will stop being lazy and learn it. At. Some. Point...

Good Work.
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Belidos
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Posted: 22nd Sep 2017 21:57 Edited at: 22nd Sep 2017 21:57
Quote: "For suggestions, maybe a little more blur or darkness to the distant areas, something to make the end of every corridor a place that the player is unsure about approaching."


How about this?


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granada
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Posted: 22nd Sep 2017 22:08
That looks better,like your not sure what your walking into.combined with some cool sounds and effects it should work well.

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Posted: 22nd Sep 2017 23:38
If you add a few old pipes and radiators, maybe a broken chair and some cables to the walls you have a truly spooky area.
Not a necessity, just what I would do. I had a somewhat similar game project once upon a time, but less grounded in reality.

Belidos
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Posted: 22nd Sep 2017 23:49
Yup that's the plan, there's going to be a lot more to this scene, but I want to take my time over getting the lighting just right before I start adding to it.

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Posted: 23rd Sep 2017 06:48
suggest placing details pre-lighting as they play largely into the scenery.

my suggestions for detail are an old drop-ceiling that has many of the pieces falling or hanging from it, thus bringing lots of detail in the room but keeping the floor free of obstruction. above it the occasional pipe or broken wirecluster, perhaps a few that have fallen to the ground.

is the building supposed to be abandoned?
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Posted: 23rd Sep 2017 09:30
Yes, Belidos! Pretty much exactly how I imagined it. The kind of look that chills me in the real world.
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Belidos
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Posted: 23rd Sep 2017 13:37 Edited at: 23rd Sep 2017 13:37
Quote: "suggest placing details pre-lighting as they play largely into the scenery."


Normally I would agree, but this isn't an actual level, it's jus a test scene so I can get the lighting and wall model textures balanced right before I start building a real level.

Quote: "my suggestions for detail are an old drop-ceiling that has many of the pieces falling or hanging from it"


I'm planning something along these lines, I've just got to find a decent texture for ceiling tiles to make it work.

Quote: "is the building supposed to be abandoned?"


It's not really any building yet, as I said it's just a text scene so I can balance the textures and lighting on the wall models i'm working on. Eventually it will be multiple levels in different locations, some abandoned, some just old, etc.

Been working on some more walls, floors, and ceilings today:

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Belidos
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Posted: 23rd Sep 2017 17:31 Edited at: 23rd Sep 2017 17:31
Quote: "No these are my own personal models, they're modular, working on a 100x100x110 grid (i always though 100 was too low for a ceiling), so that i can just use the same models over and over with different textures to make different scenes, a side effect of that is it should reduce the load/memory usage quite a bit because it won't have to load/store every single individual model, just a handful of them "


Here's how versatile my models are, they aren't just for corridors and small rooms, you can make much larger rooms with them too ....


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Belidos
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Posted: 23rd Sep 2017 18:10 Edited at: 23rd Sep 2017 18:11
Would you believe it, Humble Bundle are giving away a free horror game called Outlast. So I get it and download it because it's free, and I love horror games, and the first thing I see .... it has infra red camera views just like my game, only a million times better ... damnit how can I compete, I thought I had an original idea, that's it I give up, i'm done

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Posted: 23rd Sep 2017 18:18 Edited at: 23rd Sep 2017 19:28
You didnt know outlast?? This game is out since 2012/13 I believe..

YOU NEED to continue, this could be one of the best horror experiences made with gameguru !!

Don't let yourself get disencouraged !
You know you watched too many of Lee's Live Brodcasts when you're at work and have an earwig from his twitch intro music....

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granada
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Posted: 23rd Sep 2017 19:12
Quote: " I thought I had an original idea, that's it I give up, i'm done "


Head up shoulders back and march forward,your game dosent have to be the same.Dont give up .

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Posted: 23rd Sep 2017 20:08
In Outlast you're not using your camera to find ghosts, but to see in the dark, which is an important difference. I've played Outlast, and when I saw your thread I didn't think "This is just like Outlast!" - your concept seems original to me. Steer clear of the decrepit hospital/asylum look, which has been overdone in indie horror games, and you should be fine.
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Posted: 23rd Sep 2017 21:05
Dont give this up!!
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Belidos
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Posted: 23rd Sep 2017 23:08
Well, I'm going to have to think about the direction I'm going with this, meanwhile, here's what I have so far...


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Posted: 24th Sep 2017 10:20
Don't give it up. This looks like a great idea with a lot of potential. As far as any project somehow resembling another game, the same can be said for movies, music, and most games for decades. Art, clothes, cars. It goes on forever. A similarity here and there doesn't make something a bad, useless, or unnecessary idea.
I tried to sign it but all I did was mess up my screen.
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Duchenkuke
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Posted: 24th Sep 2017 12:33
This has so much potential. I would love to play it already! Please don't give this up ! Imagine this scene with a good ambient sound...
PLEASE continue.

Quote: "Don't give it up. This looks like a great idea with a lot of potential. As far as any project somehow resembling another game, the same can be said for movies, music, and most games for decades. Art, clothes, cars. It goes on forever. A similarity here and there doesn't make something a bad, useless, or unnecessary idea."


Could'nt say it better. ON POINT.

You know you watched too many of Lee's Live Brodcasts when you're at work and have an earwig from his twitch intro music....

By the way, I am a Modder, Soundtrack Composer and now Game Developer. Well, sort of.

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Wolf
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Posted: 27th Sep 2017 10:48
Quote: "it has infra red camera views just like my game, only a million times better ... damnit how can I compete"


Once upon a time when I was writing away at my little novel ( I have ambitions to be a mediocre SF writer one day. ) I was very proud of the characters and the structure I laid out. During that time I also got my Netflix account and figured...hey, lets watch this show "firefly" everyone is so fond off and...
oh no! Oh dear, this plays out almost exactly like my little writing project.... I edit a few things to fend off accusations but I still finish the novel one day.

I have seen infrared cameras in many games, several of them indie horror games. I am quite astonished that you thought it hasn't been done before at all.
The point being that a lot has been done in some way or another (by far not everything but most things you can whip up with Game Guru ) but no one can out-Belidos Belidos. Meaning that you'll probably have a ton of fresh ideas floating around in your head that'll entertain your player base.

In fact, some guy named Fenwolf (not related ) was apparently working on something strikingly similar to your entire project.
I don't think he ever released something playable but he did release a free Ghost Hunt pack

I'm glad to see that you keep this up and speaking as someone that has released several horror titles before (some things are likely obvious to you but maybe not all) here are some notes from my experience:

* Paranormal Themed games like this live off subtle scares rather than jumpscares.
* However one or 2 well placed jumpscares will keep the player on his toes.
* Do not be afraid to touch on taboo subjects (use your own discretion)
* Sound is often key
* Adding some personal edge, or oddity from your own life experience to it will weird the player out far more than trying to be cheap (be extreme, gross them out... so forth.) Lake Mungo or Lovely Molly are far creepier than The Green Inferno which is just plain dumb.
* It is better to design a place that also functions as a level than a level that mimics the look of a place.

So yeah! Do your thing, its pretty good so far



-Wolf
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Posted: 28th Sep 2017 07:22
Yeah, keep going.

The rocking chair is a nice touch, with the right music\sound effects it could be a lot creepier. I reckon the creepiest things are dolls, even if they do nothing they are just creepy.

I don't think it is possible to be completely unique these days - everything has been done before - but your own take on them can be.

Reliquia....
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Belidos
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Posted: 28th Sep 2017 07:52 Edited at: 28th Sep 2017 07:54
I've given a copy of my test level to Wolf to take a look at for some advice, and he's given me some great advice so far. Thanks for that Wolf, much appreciated!

A lot of the advice he gave is stuff i already have planned, but good to know my plans are on the right track, but there are a few things he noticed that i didn't. One of which is that although my textures are good, i'm using a tiling system (it's like the ebe but with models and no editor), and the texture has subtle "scratched" writing in patches on it, so when tiled it is noticeable, not necessarily in plain sight, but at the back of the mind, it's odd because looking at the original texture i can't see it unless i look directly at where it should be and really try to see it, but on the model it kind of pops out (at least it does now Wolf has mentioned it lol).

I'm not sure what to do about that, if it's just the scratches that are noticeable i may be able to blend them out in GIMP and all should be good, but if also the cracks and patterns are a problem, i don't know what to do short of finding a new texture that comes in variants that work seamlessly together, Which would be a shame because i really like that texture, it's perfect for what i want.

I suppose i could use mirroring to bump it up to two textures and only have half the repeating, but i'm not sure that would be enough.

Is there anyone out there who is a texture guru, and could give me some advice on making multiple seamless texture from the one original source texture to avoid what i am now calling "seamless tiling repetition syndrome (STRS)" ?

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smallg
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Posted: 28th Sep 2017 12:42
looks interesting, i would stick to the original idea of ghost hunting rather than a horror survival game and that will already make it more unique.
puzzles and paranormal activity can be used to make the game engaging and then any horror/scares can be done to a lesser extent.

the general lighting level looks good, not so dark that you need a flashlight 100% of the time but dark enough it keeps some mystery.. i would suggest adding some flickering lights, some lights that break when approached, some lights that flicker or go out when a ghost walks near etc... this will make areas feel more naturally creepier compared to others and adds to the paranormal events - you can do the same with doors and such.
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granada
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Posted: 28th Sep 2017 19:53
Quote: "i would suggest adding some flickering lights, some lights that break when approached, some lights that flicker or go out when a ghost walks near etc... this will make areas feel more naturally creepier compared to others and adds to the paranormal events - you can do the same with doors and such."


Sounds a bit like f e a r ,a great game.these ideas would fit in well I think .

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Duchenkuke
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Posted: 30th Nov 2017 11:13
Dont tell me this project is abandoned !
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Belidos
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Posted: 30th Nov 2017 13:00 Edited at: 30th Nov 2017 13:01
Not abandoned. I'm just not doing anything in GameGuru at the moment, probably won't be touching GG for a while, at least until the DX11/PBR update is finalized and finished with.

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Duchenkuke
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Posted: 30th Nov 2017 16:48
okay I understand that.
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Belidos
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Posted: 12th Jul 2020 20:09
I have returned to this project, and have been working on some assets for it:




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Belidos
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Posted: 12th Jul 2020 20:10



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Posted: 12th Jul 2020 22:21
you are reallt talented Roy.. i'm glad you returned to work on GG games
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Posted: 12th Jul 2020 23:18
Thats great news Belidos. I'd like to see some Jumpscares on your game, I think walking trough dark corridors hunting ghosts makes the player be expecting to be scared at some point.
Belidos
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Posted: 13th Jul 2020 08:09
Thanks guys, obviously they're images from Blender and not GameGuru renders, there's no way they will look that good in the current GG renderer, the plan is to model as much as i can between now and September, and make then start working in Max when it is released. Hopefully we will finally have something that can take full advantage of the assets, until then i will be making the models ready, and maybe making the odd prototype mini level to get a rough idea of how to fit it all together.

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Belidos
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Posted: 13th Jul 2020 08:32
As a side note, i found my backup of the original test level and tried it on the latest gameguru, it all seems to work fine still, so i won't need to redo the mechanics.

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