#Action Horror Game mechanics

202 messages · Page 1 of 1 (latest)

safe phoenix
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I'm not sure if anyone has suggested this yet, but I've thought of a way to make this game way scarier and more engaging. Here are some of my ideas:

  1. Add a Basic Inventory
    A simple inventory system could enhance resource management and tension.

1.1 Healing Items
Two types: small and large.
Players can carry only one large and four small healing items. (Numbers can be adjusted for balance.)

1.2 Ammo Management
Four ammo slots, with each type of ammo taking up one slot.
Limit the amount of ammo per slot to simulate a magazine system without needing complex mechanics like Tarkov.

Why?
The more scarce ammo and healing items are, the more careful players have to be. This creates tension and keeps them engaged. Right now, since there’s no inventory, you have to place items everywhere, leading to an abundance of resources—which makes the game less scary.

Implementing an inventory system could also help with performance, since there wouldn't need to be as many items scattered around, and the number of enemies could be reduced to keep things balanced. Every bullet fired and every enemy killed would feel more meaningful.

  1. More Aggressive but Telegraphed Enemies
    If the inventory system is added, you could make enemies more complex without overwhelming the player.

2.1) SCP Security Adjustments

Wider vision cone—they should be able to hear you if you're too close and instantly target you (not shoot immediately, just become aware).

Squad Awareness—if one guard spots you, all nearby guards should be alerted.

Anti-Camping Mechanics—if you hide in the same spot for too long, they throw a grenade to flush you out. Or start surrounding your position.

Callouts for Every Action—so the player knows what's happening.

Guards' aim starts inaccurate, but if you stay exposed for too long, it quickly becomes deadly accurate.
They should be able to walk in any direction while shooting and actively seek cover.

2.2) 3199 Adjustments
make them more accurate with their charge
+more

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There are more about how to integrate the inventory with the current mag system but I'll have to dwell on it a little more.

woven laurel
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The game is designed to be more fast paced than other tactical shooters, and those systems wouldn't really increase tension, it would just make the game slower

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This definitely wouldn't at all help with performance either, considering that items outside of the player's view aren't rendered or running any code

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Pretty much everything except for the squad and grenade stuff for the guards is already implemented, it's just not clear to the player, which is something that they are working on

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Also, they already have a system set up that procedurally places ammo and medical supplies depending on how much damage players take and how much ammo they use

safe phoenix
# woven laurel I don't think an inventory mechanic or ammo management system would work for thi...

I mean the changes are pretty minor, and that what I'm trying to get at, currently there is plenty of stuff laying around you never felt like you are an any real danger unless there's a hell of a lot of enemies, slowing the game down and making players think more will make the game more suspenseful and you would not feel the difference in speed if you have to make the same amount of decision per sec.

woven laurel
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The game only has the first out of 9 chapters finished, so that's why it's not as suspenseful as you think it should be

safe phoenix
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I'm not saying it's minor minor, but it's not gonna be that hard if they make the pivot now.

woven laurel
safe phoenix
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ok the first 9 chapter is not "finished" btw

woven laurel
heady nimbus
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I'm pretty sure it was talked about that an inventory system isn't something the team is looking to do

safe phoenix
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I see

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I mean this ain't much of a inventory

heady nimbus
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As for ammo and health management, improvements to that are planned I believe, at least I know Anders mentioned in a stream he had ideas he wanted to pitch for ammo system

safe phoenix
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that's good!

woven laurel
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So guards would have AP, and ground weapons would have FMJ, or something like that

safe phoenix
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you would need a sort of inventory for that

heady nimbus
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Pretty sure there was also something on ammo transference, or an updated way to check ammo

heady nimbus
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Yeah fair

woven laurel
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That was just if you hold down R you can swap between any mag you want and throw away mags

heady nimbus
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Ahhh

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Right right

heady nimbus
woven laurel
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At least from what I remember

safe phoenix
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I think you guys are looking at inventory from a player perspective, I meant like from a game Dev perspective.

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we have an inventory currenly it's just tied to a gun

woven laurel
woven laurel
heady nimbus
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If the devs feel the need to add an inventory, they will add it, but at the moment as far as we know it is not planned

safe phoenix
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All I'm asking is make it tied to a player

woven laurel
safe phoenix
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I mean they said they want this to be a tactical horror experience not a COD run 'n gun experience so...

woven laurel
heady nimbus
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Yes but it's also not a looter shooter or extraction shooter type game, so an inventory isn't really needed

safe phoenix
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Did you guys see the picture I made?

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it's not a big inventory a very very simplistic "inventory"

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more akin to a loadout

safe phoenix
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Oh one more thing I'd like to add to this, I think they should make the crowbar take up the melee weapon slot.

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reason: it's cool

woven laurel
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It could very easily lead to having to backtrack a lot

woven laurel
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That is more akin to a battle royale game style inventory than anything in a tactical shooter

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Just having it be a small thing does not necessarily make it better or easier to implement

safe phoenix
woven laurel
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If they remove all of the use for the crowbar, then it can become a melee weapon

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Until then, no

safe phoenix
woven laurel
safe phoenix
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Why does it need crowbar?

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from a game design perspctive

woven laurel
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They were broken doors that you had to backtrack to open for more supplies

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I'm not trying to defend the use for them, I'm saying if they have any use other than melee, they shouldn't be a weapon

safe phoenix
woven laurel
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I don't agree with the risk + reward loot opener thing though

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Everyone is going to take the crowbar if they know it can open things

safe phoenix
woven laurel
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Not many people actually use the melee weapons

woven laurel
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It's not risk + reward, it's just an item

woven laurel
safe phoenix
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And that leads into my next point, why would you need more loot if it's randomly generated, it's pretty annoying to open a shutter door with the valve or opening a container with a crowbar and there being nothing to get or worse the same thing you can get everywhere else.

woven laurel
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Again, I'm not defending the use of it as an item, I'm just saying it should not be an item if it is a melee weapon

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how long have you been typing for bro

safe phoenix
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I thought you don't care

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I was just thinking of how to make the inventory connects with the current mag system

woven laurel
safe phoenix
heady nimbus
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Personally I'd say let em cook with what they got going on, chapter 1 was an improvement, and those improvements will be brought to chapter 2 and 3 at some point. Thats all I got

woven laurel
safe phoenix
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as someone from the isle community letting devs cook isn't really my thing Lmao

heady nimbus
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Speaking of, I'd like to see a section that makes nightvision semi mandatory, maybe flashlights not working in sections, just an idea

woven laurel
woven laurel
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Leave specifics up to the people who know the most

heady nimbus
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Obviously it's not a problem making suggestions, but researching into the community and how the devs do things if probably a good idea

safe phoenix
woven laurel
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You're asking them to do something that you want

safe phoenix
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Although I did study gametheory and social and human psychology but yeah I don't exactly have the best idea.

woven laurel
safe phoenix
woven laurel
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So, no, it should not be applied to most games

safe phoenix
woven laurel
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It's useful in statistical fields and psychology, not so much in actual game design

safe phoenix
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A game is just manipulating the brain to make certain decision, it's very useful for devs, I mean you gotta know what type of game you are making first ofc

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not every game is gonna need it

woven laurel
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That is an entirely seperate definition from the actual definition of a game

safe phoenix
woven laurel
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Bro just give up on trying to sound smart

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smh

safe phoenix
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Lol what?

woven laurel
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Game theory has very little to do with game design

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They just have similar words in them

safe phoenix
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you know what, sure

safe phoenix
woven laurel
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If a person is bad at the game they should not just die

safe phoenix
woven laurel
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Games need to have a balance of challenge and fun, even to people who aren't good

safe phoenix
woven laurel
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Additionally, running out of ammo because you fired too many times could just be because you were bad, or because your teammates were bad

woven laurel
safe phoenix
woven laurel
safe phoenix
woven laurel
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Meaning, they have no control over how players react to running out of ammo

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It could make it more tense, but it could just as well make it more frustrating

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It's much more likely that it would be frustrating, though

safe phoenix
woven laurel
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If you're in a big fight and you run out of ammo, that's not exactly scary

safe phoenix
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then melee will now be useful

woven laurel
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It's a tactical shooter.

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No.

safe phoenix
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it's also a Zombie horde shooter so what's your point?

woven laurel
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They have said numerous times that the zombies are going to become less and less signifigant as the game develops

safe phoenix
woven laurel
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Okay?

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That doesn't make it into a zombie horde shooter

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What was your point anyways?

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Zombie horde SHOOTERS that I have played usually don't focus on the melee

safe phoenix
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Every mechanic should have significance

woven laurel
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Every mechanic should have some use

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Melee is there for when you run out of ammo and need to quickly attack enemies to get to more

safe phoenix
woven laurel
woven laurel
safe phoenix
woven laurel
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How would you kill a horde of enemies without a focus on melee

woven laurel
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You said that melee would be useful to go against actual hordes of enemies

woven laurel
safe phoenix
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"melee will now be useful"

woven laurel
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You're saying that melee will NOW be useful, indicating change from the current system

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You said that in response to me saying that people would run out of ammo in a horde of enemies

safe phoenix
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"indicating" I think you misinterpret my point

woven laurel
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"melee will now be useful" to do the exact same thing its already used to do

safe phoenix
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the difference is the context

woven laurel
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That's why I'm arguing from the context

safe phoenix
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there is no way you would runout of ammo currently

woven laurel
safe phoenix
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I have never see It happen myself tbh

woven laurel
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A vast majority of playthroughs that I have seen have had someone run out of ammo at least once, usually multiple times

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They usually get ammo pretty quickly afterwards though, which is good, since that means it isn't frustrating and it actually builds tension

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Running out of ammo in the middle of a fight, and then having to wait until the end of the fight since you were expected to pick up ammo before hand doesn't build any tension

safe phoenix
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now why would the devs not put the ammo inside?

woven laurel
safe phoenix
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It's random

woven laurel
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It's not random

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It's based on how much ammo you use

safe phoenix
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I mean the placement

woven laurel
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That's for sure not random

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That never changes

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It's just the amount that changes

safe phoenix
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Oh did they updated that?

woven laurel
safe phoenix
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wait or was it the gun placement that was random?

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well some of them are

woven laurel
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It's just the types of guns and the amount of ammo and health that change

safe phoenix
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pretty sure when I played it last the two times I started some of the placement wasn't the same, or am I having a flash back to a very old version

woven laurel
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Definitely not to an older version

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Less stuff was random back then

safe phoenix
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you sure?

woven laurel
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Yes

safe phoenix
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wasn't the fuel thing random also the valve and the crowbar

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?

woven laurel
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I was thinking further back

woven laurel
safe phoenix
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man that too far, nothing was really there backthen

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Anyway my point still stands I think less overall but more in the large combat area is still good,

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instead of value being random which confused some of the new people, now devs have more control where you get alot of ammo and where you get less

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also the only times I really see people runout of or low on ammo was during the beginning and parking

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Wait minute, My point was with a sort of inventory you can have less ammo lying around since you can keep some of them reducing the need to backtrack, but still need to be mindful of it since you can only carry 4 stack of ammo and each ammo type doesn't stack together so you'll have to chose whether to carry a lot of 1 ammo type or a lot of type but not as many.

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why would running out in the middle of the fight be a problem?

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you have plenty on you

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and instead of having to immediately find health when you are low you can find a place out of sight and take a second to heal, so it's forgiving, and..., holy, I've been yanked around again haven't I.

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These conversations got derailed so fast 🥲

woven laurel
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You seemed to be arguing this entire time that scarcity would help with the tension of the game

safe phoenix