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What features do you want to see in a first person survival horror game?

Pistol - Glock 17
Will it be accurate for a small town in 1999?
I would lean against using a sniper.
I'm still not sure if this gun will ever make it to the final version because it currently serves no purpose.
your small map would make it unnecessary
Rather the storyline.
if she is using duty firearms
She only uses a duty handgun. The rest of the guns you can get in the game are either available in gun stores or can be looted from fallen people or safes, or wherever a loose gun might be.

Once again, the game story takes place in late 1999. So I gotta use the guns that existed back then.

Also, do you have something gun unrelated on your mind?
 
Will it be accurate for a small town in 1999?
Yeah, probably. Maybe a revolver (S&W 586 or similar) but most police got rid of those in the 80s after the FBI shootout in Miami.

All those guns would be reasonable in '99.
Also, do you have something gun unrelated on your mind?
Yep.
Less than 10. Probably 7 or 8. The police; Town hall; three or four various crime organizations; local religious fanatics; non-affiliated friends/foes.
probably even smaller than South Bohan (GTA IV district).
So maybe 4-6 blocks? That would be a challenge for even two gangs, let alone three or four. And that is as city blocks, where it could be played off as just areas/edges of the gang territories. If that is the whole town, then you are unlikely to have more than one gang in it.

Not trying to be critical, just finding it a bit of an issue understanding it...

Perhaps it could be done in a border town. Factions could look as follows:
  • Feds (border guards and FBI, etc.)
  • Local govt including police
  • Smugglers
  • Local drug dealing gang
  • Grifters - semi-legal racketeers doing mafia-style stuff - gov't contracts, construction, protection rackets, etc.
Still, to be really plausible, you might need something nearly as large as Empire Bay (Mafia 2).

Also, how are you dealing with map boundaries? Open world is, well, open. Realistic worlds have an issue with that - not really plausible being cut off from the rest of the world. AC used the fact it was explicitly a simulation, GTA used islands, etc.
 
Also, how are you dealing with map boundaries?
Mountains. The only road leading to the rest of the US is busted for some reason*. There's no train station, there's no airport so it's kinda obvious you can't blow town these ways.

*not decided which one yet, but it's certain it's busted.
That would be a challenge for even two gangs
I will end up physically extending the map if they don't fit. Have a couple ideas how not to, won't spill the tea just yet though.
 
Mountains. The only road leading to the rest of the US is busted for some reason*. There's no train station, there's no airport so it's kinda obvious you can't blow town these ways.

*not decided which one yet, but it's certain it's busted.

That hits a little close to home...
 

That hits a little close to home...
Now that you think about it, a FUBAR bridge is a great idea. It takes so long to fix you don't need any more excuse for the game world being isolated. "The Exford Bridge reportedly has collapsed due to design flaws. [NDAed] has been cut off from the rest of Wyoming* for the rest of XX century."
Nice.

*Wyoming is memed to not exist. My town is in fact not real. Hence the state choice.
 
Don't underestimate the usage of sounds and visual cues to give the player a false impression of where stuff is in the world. The first Dead Space did this exceptionally well in my opinion and it often scared the hell out of me to enter a new area because your senses are used against you. So while I agree that gore adds a nice little bit of flair, I think that it's far better to work off the player's fear when it comes to exploration. If you haven't played the first Dead Space before, I would suggest giving it a try. It could be enlightening.
 
Don't underestimate the usage of sounds and visual cues to give the player a false impression of where stuff is in the world. The first Dead Space did this exceptionally well in my opinion and it often scared the hell out of me to enter a new area because your senses are used against you. So while I agree that gore adds a nice little bit of flair, I think that it's far better to work off the player's fear when it comes to exploration. If you haven't played the first Dead Space before, I would suggest giving it a try. It could be enlightening.
The game is more about pain, desperation and fear of not finding the way out. Spooky locations? Maybe I'll insert one or two just for the memes but it's not the general idea.

And this audial gaslighting idea is great for my second project but in a different way. Won't do it in this one.
 
I'm guessing the answer is, "zero" but I'll ask anyway...

What is the chance of having multiple endings? (I love games with multiple endings.)

And, that all, save one of those outcomes, are absolutely, mind-numbingly, tragic, in the most heart-breaking manner imaginable?

I can only imagine the challenge of writing such a play. But, there is a chance for distinction and greatness if that difficult task succeeded. Nothing engages quite like a tragedy. Except for the miraculous avoidance of what seemed like certain tragedy.

However, safeguarding story details from those who feel that it is their purpose in life to spoil things for others, could prove to be a heart-breaking tragedy in, and of, itself.
 
What is the chance of having multiple endings?
At this moment, it's open for debate. Not with fellow TPU members, or even the crew, but rather with my own self. I have not yet come up with anything that makes for a healthy alternative ending and this is not even planned to do but if for some reason a brilliant idea strikes me I certainly will do it.

Multiple endings is cool but inserting a dud for the sake of it not being railroad stinks.
 
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