When Good Ideas Go Bad.

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Post » Sun May 29, 2011 7:25 am

Don't you hate when you have an idea for a game that you realy REALY want to make, but you can't or you know that, in the end, it won't deleiver the results you want? Or when you have an idea you THOUGHT you realy REALY wanted to make, put in weeks of work and get board of the concept? This has happened to me on 3 occasions already. My most recent flook that I worked all day on, ORIGINS. I knew once I started testing a demo I made that I coundn't make it scary. I feel like ****
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Post » Sun May 29, 2011 7:34 am

Scary is about angles, ambient, expectation and sound... Being the designer of the game, the ambient and the expectation are already screwed for yourself.

You cannot judge on the scariness of your own game, you need to have it tested, and be in the same room as the player to take notes on what they experience, how to make it more scarier, and so on...

Noticing what is not working is half the road, making the changes is the other, keep going ^^
...but this is mostly psychological. Check my devlog
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Post » Sun May 29, 2011 8:19 am

[quote="Granhunter101":23iwb0r6]Don't you hate when you have an idea for a game that you realy REALY want to make, but you can't or you know that, in the end, it won't deleiver the results you want? Or when you have an idea you THOUGHT you realy REALY wanted to make, put in weeks of work and get board of the concept? This has happened to me on 3 occasions already. My most recent flook that I worked all day on, ORIGINS. I knew once I started testing a demo I made that I coundn't make it scary. I feel like ****[/quote:23iwb0r6]

I've spent tonnes of time trying to make things that were out of reach, or I became bored of them. It's not really a waste though, because you always learn to do new things or get an idea for a better game idea while you do it (unless you're trying to remake the same game each time :lol: ).

Although, if you've only worked on it for a day, you probably won't find it scary. Scary games usually are made with the engine/game control first, and then the scary stuff is put in. Try getting a solid gameplay engine together before putting the scares in.

Also, Sved is correct as well, you know where everything is going to happen (unless you make the scary stuff happen randomly) so you won't be as scared :P
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Sun May 29, 2011 6:29 pm

Scary isn't about gameplay. Most other types of games have enemies that you kill and want to kill you, etc. Scary games are no different than any other games in that regard.

What makes a scary game different is the story, and character development. And psychologically messing with your player's emotions. You can't make something scary in a day.

So, Jayjay, I absolutely disagree with you. Scary games do not start with the engine and controls first. They start with a story. And lots, and lots, and lots of pre-planning before you ever even start coding.

Once the story is down, you can make whatever game mechanics and control scheme you need to fit the story.
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Post » Sun May 29, 2011 8:04 pm

Sorry, but I have to disagree here. A scary game doesn't necessarily have to depend on story line or character development. The games mechanics can lend a lot to a scary feeling, based on difficulty, and what you have to loose.

To demonstrate here's a little match game where you drag the matching tiles together to move the game along.
I'm not sure what everybody would consider scary, but when you spend some time arranging things only to have it all fall apart it can be rather frighting.

To play wait for the tiles to auto arrange, and then drag the corresponding tiles together.


[url:14iyudkm]http://dl.dropbox.com/u/666516/Matchgamestart.exe[/url:14iyudkm]

Edit:
Its unfinished, but you get the idea.
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Post » Mon May 30, 2011 1:56 am

[quote="newt":1xcjiw80]To play wait for the tiles to auto arrange, and then drag the corresponding tiles together.


[url:1xcjiw80]http://dl.dropbox.com/u/666516/Matchgamestart.exe[/url:1xcjiw80][/quote:1xcjiw80]

Calling that it's some kind of jump-scare thing a-la that maze game:
http://www.youtube.com/watch?v=oh87njiWTmw

Downloading now, will report back...
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Post » Mon May 30, 2011 1:59 am

Heh, can I call it or what. Even uses the same image from the video I posted.

Sorry newt, I saw that one approaching from orbit ;)
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Post » Mon May 30, 2011 2:35 am

Well I had a choice of either that or Rick Roll, but Rick falls more into the torture category.
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Post » Mon May 30, 2011 5:52 pm

[quote="deadeye":3cuwnbss]Scary isn't about gameplay. Most other types of games have enemies that you kill and want to kill you, etc. Scary games are no different than any other games in that regard.

What makes a scary game different is the story, and character development. And psychologically messing with your player's emotions. You can't make something scary in a day.

So, Jayjay, I absolutely disagree with you. Scary games do not start with the engine and controls first. They start with a story. And lots, and lots, and lots of pre-planning before you ever even start coding.

Once the story is down, you can make whatever game mechanics and control scheme you need to fit the story.[/quote:3cuwnbss]

You're absolutely right about the story needing to be made before the game, but I assumed he had already planned what he wanted in that respect before he started any work on actually making the game. I was just saying that a good game gameplay-wise can not (usually) be made in a day.
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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Post » Mon May 30, 2011 9:56 pm

Any of you ever played F.E.A.R.? It was the first game I played that I found genuinely scary!
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