#Hear Tell of Hauntings - Old West Survival Horror

1 messages · Page 1 of 1 (latest)

split sand
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I've always been a fan of classic survival horror games, and wanted to make my own. In an effort to shoehorn in my obsessions with Victorian architecture and the old west, I managed to create a unique setting and premise for a survival horror title.

Despite the more modern controls and graphics, I want to stay faithful to old survival horror titles. Player disempowerment, inventory management, labyrinthian level design, and a heavy focus on making tough decisions. Right now I'm doing my best to construct a really solid foundation (controls, movement, UI, animation) instead of rushing into things.

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My background is obviously art, so I tend to put a little more effort into the visuals than I really should at this stage. But at the moment I'm working on the inventory system.

split sand
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quick little raycast system for the diagetic inventory. The player will be able to place their inventory on the ground in front of them, because I don't want a simple 2D user interface.

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9 raycasts determine if the inventory has space and if it's being placed on a valid surface. A trigger above the inventory will also check for any geometry or ledges that the raycasts don't see, to prevent the player from putting their inventory under a table or something.

split sand
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trigger doesn't work

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forgot that triggers require rigidbodies

split sand
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boxcasts work 😎

thin lantern
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I've been following this on twitter! Looks really good. Cant wait to see how you do the inventory system!

split sand
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why thanks

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had to pause work on the inventory because I had an opportunity I couldn't pass up

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but it means I need to make a trailer