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

We, Russians, are good at traumatizing people. Consider it done.
Some of the best ones that I saw were Russian. I wont name videos.. but some of them stuck with me, one in particular actually.
 
This plus creating new entities such as bloedfonteins and bloody colons. Nasty performance tanking.
Bruteforce solutions ftw!

On the problem: I think a mix of flying objects and particle emission would fare better. Do a rigid body-ish solution for two or three parts (say: head and limbs. The way e.g. Fallout does it), and a particle emitter using "gibs" for particles; simplified meshes (or 2d sprites for small ones) for flesh/muscle, in addition to said fountain emitters, of course. Particles can be done on the GPU, compared to rigid body dynamics (unless you're willing to use a PhysX or whatever).

For environment splattering: emit ray from body unto "sprayable" objects (mask out everything else for the ray), then spawn decals for splatter at intersection points. Could do with a sphere intersection test (dunno what UE exposes, tbh), but ray casting does have the advantage that it gives you control over where the splattering happens (e.g. along the direction the agent was shot from, or a cone starting there).

We, Russians, are good at traumatizing people. Consider it done.
Meh. Amateurs. :pimp:
 
On the problem: I think a mix of flying objects and particle emission would fare better. Do a rigid body-ish solution for two or three parts (say: head and limbs. The way e.g. Fallout does it), and a particle emitter using "gibs" for particles; simplified meshes (or 2d sprites for small ones) for flesh/muscle, in addition to said fountain emitters, of course. Particles can be done on the GPU, compared to rigid body dynamics (unless you're willing to use a PhysX or whatever).

For environment splattering: emit ray from body unto "sprayable" objects (mask out everything else for the ray), then spawn decals for splatter at intersection points. Could do with a sphere intersection test (dunno what UE exposes, tbh), but ray casting does have the advantage that it gives you control over where the splattering happens (e.g. along the direction the agent was shot from, or a cone starting there).
Can't even comprehend, let alone implement it right now. Too much of a newbie to this whole development thing + didn't sleep since yesterday.

But I'll look into it. Thanks. Worst case scenario I leave a bruteforce version, it at least works.
 
@Macro Device how will you be distributing the game? do you have a website or anyway to sign up for updates?

Some of the best ones that I saw were Russian. I wont name videos.. but some of them stuck with me, one in particular actually.

Guessing something like this? :twitch::laugh:

off with his head GIF
 
@Macro Device how will you be distributing the game? do you have a website or anyway to sign up for updates?
I will make a deal with whatever Satan welcomes me. Steam, GOG, EGS, you name it. Will also work with whoever doesn't mind advertising this game.

We're also building a website. It'll mostly contain useful information rather than direct download links but if both EGS, Steam and GOG ban me then I got no other choice...

sign up for updates?
Currently unavailable.
 
Different enemy groups fighting each other, instead of gang-banging the player like in the majority of games, even though their factions are at war (or natural rivals like animals).
A pretty rare feature, which I saw in the V Rising the last time and it was awesome. Bosses and their followers fighting other roaming bosses (and their followers) that sometimes cross each other's paths, as well as a different factions (eg. human NPC parties incursions into vampire areas and vice versa).
 
instead of gang-banging the player like in the majority of games
It isn't even supposed to happen if the player is making the right (in a sense) choices. You start with no enemies but the illness slowly but surely killing your character. Every faction is apathetic or friendly towards you from the beginning. You might end up being the public enemy, sure, and it'll drastically hamper your chances of beating the game; but if you choose the most optimal ways of communication no one will harm you. And if you only infuriate one party then the opposing ones won't help them destroy you; however, they're also very unlikely to help you because they don't actually care if you exist in the first place. Dead or alive, doesn't matter.
Different enemy groups fighting each other
That will be a rare occasion, with the cops arresting them for doing so (not always; oftentimes the police will have no other option than to declare time of death).

It's not a game about wiping out the whole town worth of zombies, vampires, ghouls, mutants, aliens, criminals and whatnot. But if you really want to you can turn it into that. Up to the player.
 
they don't actually care if you exist in the first place. Dead or alive, doesn't matter.
This fact all on its own already is a great vehicle to create despair, loneliness, hopelessness. Not being relevant to anyone.
 
This fact all on its own already is a great vehicle to create despair, loneliness, hopelessness. Not being relevant to anyone.
Could be if it wasn't for your employer and a couple homies who are tryna help you. It's just the criminals, the politicians and other classic enemy archetype units don't give a quack about you. Unless you make them think you're a problem.
 
I'm a part of a game developer team and my tasks involve screenplay, story, character design and such.
Cool!
The game is technically a survival horror but it's definitely not a hardcore one.
Not big on horror, but ok.
One might call it a non-GTA GTA.
Shit.
You're limited in weapons and their usefulness and your character isn't particularly healthy.
Ok sounds good.
It's set in the US, features first person view, open game world.
Shit shit shit.
Just to make things clear: our budget isn't limitless, we can't implement everything. And that's an understatement.

Good, but also holy shit I can't even begin to describe how hard it will be for you to make this game, let alone make it good.

I can't tell you everything but you're playing as a cop woman who got infected with some nasty stuff and your goal is to find a cure for you and for others infected using clues, documents, and dialogues. This is a semi-cinema game with perhaps 50% gaming time spent on watching the cut-scenes and I can assure you we're working hard to make these cinematics worth watching. The game has more than one possible quest line. Not sure if I can tell you more, the rest seems to be NDAed.

So why horror? How horror? Body horror?
If you're smarter than a rock then you can make a video game. However, it's not enough to make a good video game.

I'm gonna say this entire project is on you, personally. "screenplay, story, character design and such" is ....... a gargantuan task, and honestly if that is your thing I don't understand why you even have Unreal installed. You need to write, and read, and play other games. Any shithead with a computer and google can make an open world game without guns, but it's on you to give it purpose. Mechanics and graphics and shit is so far down the list of what makes games like this good, the writing has to be on point. 50% cutscenes? Holy shit, that's visual novel territory. And also, I really hope you have help from a woman, because it's hard writing a different sex. Really hard.

Anyway you should play Pathologic if you haven't already.
We're also building a website. It'll mostly contain useful information rather than direct download links but if both EGS, Steam and GOG ban me then I got no other choice...

.... why would they ban you?

Also you say me, I thought you were part of a team?
 
Could be if it wasn't for your employer and a couple homies who are tryna help you. It's just the criminals, the politicians and other classic enemy archetype units don't give a quack about you. Unless you make them think you're a problem.
I'm having a hard time grasping the storyboard here, like, you have all your random factions and this world, and they all seem to respond rather basic to you, and at the same time you want an inventive horror scenario that seems highly narrative driven.

Help me out. What's really driving this whole thing forward in your mind, other than the aspects you want to have in it?
 
Does it has stealth sections? If so, add a 3rd person camera option.

Stealth always sucks in 1st person mode.
 
Gore. Lots of gore. All the gore. Shooting an enemy to death and watching them slump over dead is boooooring; exploding them into little bits of meat that you can then kick around to complete their humiliation is cathartic. Too many games today try to be serious and realistic and dramatic and in the process forget that the primary purpose of a game is to be fun, and there is nothing funnier than bloody bits of a generic enemy that nobody gives a s**t about. Or, subvert expectations by building up a big bad then having them die in the most hilariously violent manner possible. Bonus points if the main character then takes their head and repeatedly uses it in a faux-serious manner like Shakespeare's Hamlet.


Then you aren't making a game, you're making an interactive movie. And while there's nothing wrong in doing so, you need to appreciate that the Venn diagram of (people who like playing videogames) and (people who like watching movies) has a very small intersection. It also means that instead of being able to concentrate on making very good gameplay or cinematics, you have to excel at both.
i think u should follow Soldier of Fortune and make it funny to blast someone having a pee, and watch them limp after having half their leg blown off :)
 
if that is your thing I don't understand why you even have Unreal installed.
Because I'm gonna be pissed off searching for a replacement coder. My initial part is mostly done, I'm lazily spitting fires into the story and the dialogues. All important characters are designed, they only need 3D models and my colleague is already working on it.
And because I'm having fun learning this thing.
I can't even begin to describe how hard it will be for you to make this game, let alone make it good.
Doesn't matter. Even if it's closer to 0% than to 1% I'll still do it.
So why horror? How horror? Body horror?
The sense of being on the borrowed time and not being able to get certain help might count as a horror. Might not. I'm also unsure how to call this game's genre.
50% cutscenes?
That's the maximum. Will probably be about 35% in the end.
I really hope you have help from a woman, because it's hard writing a different sex. Really hard.
I have six ladies helping with it.
Also you say me, I thought you were part of a team?
Aye. I'm the captain.

Help me out. What's really driving this whole thing forward in your mind, other than the aspects you want to have in it?
Mostly dark humor and a few other things I won't mention because they're currently under the NDA or not even ready yet. I'll come back and tell you more once it's possible.

Does it has stealth sections? If so, add a 3rd person camera option.
Sure, 3PV will be an option.
 
Can you have harsh language as weapon?
 
Can you have harsh language as weapon?
If that's a serious question: no you can't.
If that's a kekeke question: yes but only if you enable parental lock.
 
If you put guns in the game, for the love of John Moses Browning make them realistic.
  • Don't make an AK and a sniper rifle shoot "7.62" generically.
  • Realistic damage. Shotguns don't turn into confetti launchers at ten yards.
  • Recoil raises the muzzle. Even with a compensator.
  • If weapons have attachments/modifications, model them.
  • Silencers/supressors do not meaningfully affect ballistics.
  • Rifles do a LOT more damage than pistols. Even at short range.
Also, guns are HEAVY. Carrying half a dozen long arms is not practical. Concealing most long arms is also impractical.

Guns aside, you say this is in a city. How are you going to move around? Cars? Public transit? Modeling/animating car entry is not easy.

And if stealing random cars all over the city is not practical, mobility is going to be an issue. You could do it like an AC game, whistle for your horse kind of deal, but that strains credulity. If you are doing fast travel, how will you work it? Do you have to go to a specific point, like a subway station or a bus stop? If so, it better not affect gameplay to dead sprint around the city. And a stamina system would be deeply irritating for long-distance travel.
 
Don't make an AK and a sniper rifle shoot "7.62" generically.
Not sure if I understand what you mean but there will be no AK (just an "automatic rifle" that shoots "automatic rifle ammo"); and a sniper rifle will shoot different ammo. I guess you already guessed how it's gonna be called.
Realistic damage. Shotguns don't turn into confetti launchers at ten yards.
Sure. Friends and foes will fall just like in real life give or take one or two rounds.
If weapons have attachments/modifications, model them.
They don't.
Silencers/supressors do not meaningfully affect ballistics.
And they won't be present in game.
Also, guns are HEAVY. Carrying half a dozen long arms is not practical. Concealing most long arms is also impractical.
You won't be able to conceal any weapon (not a problem, your license allows for wielding any gun openly) and there will only be one slot for a gun. Big guns take the whole slot, handguns take a half. So you can carry one or two pistols but if you have a shottie you only have a shottie and no way you carry anything else. Ammo count will also be limited to what's inside the gun + one or two magazines. That's not only for the realism purposes but also because firearms are not the intended way of neutralizing your foes. Your character will be arrested upon getting caught = game over.

All in all, firearms will be simplified, there won't be much variety but having to shoot sixty seven billion times to kill a boss? That's ridiculous, not gonna happen. Even the most badass boss will fall after one or two headshots. There won't be any difference in HP between enemy types, they will only differ in their stupidity, physical strength (only affects melee/unarmed damage) and weapons. Also it won't be that easy to hit the target because the protagonist isn't a skilled shooter. She only has a basic skill that's enough for her to keep her license plus her physical strength isn't impressive meaning recoil will be a real issue.
How are you going to move around? Cars? Public transit? Modeling/animating car entry is not easy.
This is a small town, probably even smaller than South Bohan (GTA IV district). You have your personal car, taxi and your two feet. You can also buy more vehicles. Stealing vehicles, whilst being totally possible, will also be discouraged because there's no wanted level. Cops have the evidence against you = your character goes to jail, game over.
If you are doing fast travel
Not doing in the traditional way. As instead, you can call for a taxi from virtually anywhere using your cell phone. This will work like in GTA IV: either you pay less and enjoy the ride or you pay more and skip the ride so you waste no time on sightseeing. This way the gamers won't be irritated by overspending time on navigation and it'll be realistic... enough.
 
Well, how about a game that just works out of the box, without 6000 TB of updates every week just to keep it from crashing/BSOD'ing 15x/day, AND NO ADS, in-game purchase blurbs, bloatwarez, and does NOT require the latest/greatest/most expensive hardware to run well :D

If you can make these things happen (along with some of the other suggestions above), then you probably sell a gazillion copies as soon as it is released.

Good luck !
 
AND NO ADS, in-game purchase blurbs, bloatwarez, and does NOT require the latest/greatest/most expensive hardware to run well
That's totally what's gonna happen. Well, it's gonna require very expensive hardware to run well if it's released today but by 2029—31 (this is when I'm planning to launch it) these sys reqs will be far more reasonable.
just works out of the box
Probably not gonna happen. It's the very first time I'm doing it. Mistakes are expected, fatal bugs, too. I have, however, a lot of QA so it all comes down to me being able/unable to fix whatever hot bollocks they find.
 
Not sure if I understand what you mean but there will be no AK (just an "automatic rifle" that shoots "automatic rifle ammo"); and a sniper rifle will shoot different ammo. I guess you already guessed how it's gonna be called.
Some games (e.g. PUBG) have the Tokarev TT-33, the Mosin-Nagant, the M24 sniper, and the AKM using the same ammunition - because they are all 7.62mm caliber. Even though they use 4 different type of ammunition IRL. That's what i was referring to. 7.62x54mmR =/= 7.62x51mm =/= 7.62x39mm =/= 7.62×25mm.

Using generic ammo specifically for the weapon is reasonable, though.
Your character will be arrested upon getting caught = game over.
This is playing as a police officer? They use firearms when needed. And thus:
her to keep her license
Is not strictly accurate. Every police officer will have mandatory training with at least sidearms, and will be issued some form of automatic pistol. Also, non-specialized police generally carry one sidearm and one long arm. Historically a pump shotgun, but many departments are moving over to AR-15 style rifles. Sometimes SMGs like the MP5, but those are also generally more for specialized units like SWAT.

In the event of SMG, they almost universally are chambered in the same round as the pistol. This is done so that the same ammo can be used. If you do the "pistol, sniper, shotgun ammo" route, I suggest against SMGs entirely.

Overall, an ex-police officer would allow for more relaxed RoE while increasing consequences for combat. Dunno how well it would end up working in the story though. If you do go that route, remember that possession of a full-auto firearm is a federal felony in the US. One with particularly bad consequences in any place that has firearm licensing requirements. Just something to keep in mind if the character has to stay well within the law.

Yes, I know I am getting a bit detailed about this. It's just one thing that really bothers me about guns in games.

probably even smaller than South Bohan (GTA IV district).
That's... not a lot of area. And you intend to have how many factions?
Not doing in the traditional way. As instead, you can call for a taxi from virtually anywhere using your cell phone. This will work like in GTA IV: either you pay less and enjoy the ride or you pay more and skip the ride so you waste no time on sightseeing. This way the gamers won't be irritated by overspending time on navigation and it'll be realistic... enough.
Fair enough. As long as there is no real hardship in having the resource to use fast travel. Though if the map is really that small it shouldn't be a problem.
 
And you intend to have how many factions?
Less than 10. Probably 7 or 8. The police; Town hall; three or four various crime organizations; local religious fanatics; non-affiliated friends/foes.
Also, non-specialized police generally carry one sidearm and one long arm.
Even those working as undercover Vice detectives?

Anyway, this thing will remain mostly impossible by real life standards because by the lore, things happen in an isolated and insulated town that has its own laws, gaining almost complete independence from the state. Despite having organized crime present in town, there's VERY little violence going on so not all cops there are seriously trained with guns, only the suppression unit.

They use firearms when needed
Also this... You might get away with murder but still get apprehended for trespassing. There's a large chance you're not gonna have any legitimate reason to be there so it's trespassing and yes, go jail. And in the places where you can walk without a search warrant you're extremely unlikely to need a gun.
 
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Pretty sure those would be considered specialized.
Anyway, if you don't mind please keep on unloading firearm specific requests and facts. I don't mind stupidity but if I can make gun system non-retarded then why the hell not. And you seem to understand the cannons better than me.
 
Well, if she is using duty firearms, use the following models:
Pistol - Glock 17
Rifle - AR-15
SMG - MP5
Shotgun - Remington 870 - possibly stockless
Shotgun alternative - Benelli M4
Sniper - Remington 700/M24

If you implement each of those, they are the models I would suggest.

There should be Unreal models for all of them easily available.

I would lean against using a sniper. An AR-pattern rifle has an effective range of over half a kilometer, so your small map would make it unnecessary. Just my opinion though.
 
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