#I'm trying to make a sort of jumpscare

1 messages · Page 1 of 1 (latest)

spare kraken
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I'd probably try some approach to make the mother's cutscene so it doesn't show any actual details of the environment, maybe just a blacked out background with the mother having a commanding presence and telling you to go back to bed, or maybe there's other ways to get more creative with it. You could have this as a separate environment in the scene just out of the playable area.

So if the player makes too much noise then you can trigger some audio clip behind them, take over their control to have the camera sweep around to where the noise came from, during this sweep you could introduce some blur / fade to black to obscure the environment and use this as a transition into playing the mother's cutscene

cinder sundial
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what I've come up with is to make the cutscene the mother is quite imposing and taking up most of the screen (the hallways are also quite similar so its easy to think you're still in the right place) but to make sure before starting the cutscene I'll move everything part of the cutscene to the players position and I'll rotate it Can have some issues but shouldn't be too bad

spare kraken
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Would it make more sense to try the other way around and move the nearby objects to the player into the scene with the mother to create a more consistent environment with where the player is?

If the hallways are quite similar as you say it might not make much of a difference either way, and hopefully they'd be too frightened by the jumpscare to even notice the background anyway

acoustic agate
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What is the "cutscene" and how do you mean "anywhere"
By those requirements you could switch to another scene entirely, but I assume there's some reason that's not desirable

cinder sundial
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so I just have an animation of the mother popping up and then moving the 'player' it's just the camera to bed and it fades and then tps the player to the room. Anywhere I mean along the hallway where the noise meter is active and you can make too much noise

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moving the cutscene stuff to the player worked really well

acoustic agate
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That's a helpful example
So what do you want changed about it?

cinder sundial
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well now I fixed it what I wanted was on a how to make the bg look like where the player was but then I thought of the solution

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also wanted to see now if there was a different method

acoustic agate
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There's countless options
To narrow them down you want to specify what you want to happen

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The sequence could be fully a part of the player's movement and animations, if there isn't a reason not to

cinder sundial
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what do you mean? as in having the mum, camera and all be parented to the player

acoustic agate
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Yes

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No need for an additional camera either if the code that allows the player to rotate the camera and move the character includes a condition for the sequence to take over temporarily

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Rotating the player and moving them in a specific way

cinder sundial
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ok

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I had thought of that but since there are other parts of the game where the mum isn't needed thought it might pile up in my player prefab

spare kraken
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If you don't want it part of the player prefab you can probably make the mother stuff it's own object and attach a Parent Constraint Component, it can act the same as parenting it to the player prefab but without it living under the player hierarchy

cinder sundial
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ooh that's a new thing I never knew about thanks

acoustic agate
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Or let the jumpscare animator swap between different characters
Or instantiate and parent them to it at runtime