#She Can Hear You (3D Horror Game GD4)
89 messages · Page 1 of 1 (latest)
Wouldn't do this. It makes me dizzy, just with this single screenshot. But I like the lighting of the first shot.
thanks for the feedback
created the animation state machine for the priest (playable char)
in each state created blend tree for control animations
I dig the PT vibes from the screenshots, looking forward to seeing video of gameplay
thanks, I plan to make some gameplay at the end of the month
Maybe make it an option that can be turned on in the setting for those who want it?
Ok, thanks for feedback
I'll put it in the settings and I think the first time the player enters the game, he can configure this. maybe with a slider to set the intensity
I managed to control the hands using animationnodeblend3
briefcase animation in open inventory
nice reminds me of RE7 inventory
trying to solve this, enable occlusion frustum
I spent the day trying to improve the game's performance
I checked profile, the script isn't a problem
the problem is: lights(mainly), windows, mirror, particles and number of objects in scene
disable interaction with fog and indirect lighting and adding fade improve performance a litte
I managed to create a optimization system for my game
Optimization system active
system disabled
a significant reduction in drawn objects
accessing the outside of the house
At first I was planning to make a loading to the scene from outside, but now I will be able to make the player play without loads
nice!
looks promising ! keep up the good work
how long you have being doing this ?
do you have experience ?
Are you referring to formal job?
no
in godot using 3d, just this game, but I had already worked on unity
lot of work to climb stairs and small slopes 🥲
Addition of some sound effects (carpet, door, wooden floor and grass) and the mechanics of opening and closing the kitchen doors

the neck following the player, that took work 😦
first I use bone functions to get pose and set pose of neck bone pose
then I calculate line of sight (basis object) to player, clamped in -PI and PI
finally, replace neck basis for line of sight basis
thanks for reply you are doing well
is this entended to be a commerial game ?
thanks, no problem
I intend to set a very cheap price, I want this launch to serve more as learning and experience
the game looks promising, you keep on making it better with story etc
as for the last video, the girl face is ok but the movement is not there, its not spooky enough, i suggest you make her move weirdly and spooky more to make is reasonable that she is slow by making her leg broken and pulling her leg while going forward makes her slow or you could make her very slow and creepy but when the play move away for a certain distance it jumps very close the the player.
then performs an action agains't the player
good suggestions
I really have to change this walking animation
I'm thinking about also creating a shader so it isn't completely visible
When I turn off the lights it will improve a little, I'm thinking about putting in a matchstick mechanic
what do you think?
matchstick in start the game then lantern
You could potentially have the CRT filter sometimes for cutscenes if you have any.
I hadn't thought about that possibility yet
hiding
i would do it for promotional images
but i think it should default to off
heart beat sound, decked out style?
thanks for feedback, I'll do some tests and show here later
no, is a progress bar indicating stress level
if it is full the player dies
the style is something like blood rising
no it was a suggestion lol
faster heart beat the more stress
also the icon can strobe
idk i just think it would be cool
@primal marlin Is this what you imagine?
I chose to leave more unobtrusive to not nuisance the player
that's sick!
but is that half?
half?
of the max stress
Maybe something more cartoonish?
yeah like
that's only half of the stress level
that's not a healthy heartbeat xp