Author Topic: Husk - Hide & seek in the dark except you die  (Read 12089 times)

Do you know him personally or something like that?

Heres what i'm expecting:
pusillanimous individual "Husks" staying in light while the "Stalkers" cannot go to them.

edit: i'm stupid

Heres what i'm expecting:
pusillanimous individual "Husks" staying in light while the "Stalkers" cannot go to them.

edit: i'm stupid
See* fuse boxes

Nifty! Got any specifics on the art style that'll be used? Obviously taking a stylised approach, but any examples/influences? The concept art looks to consist of just grayscale; any plans to incorporate some cold hues maybe?

Anyway, sounds neat, looks neat. Good luck!

Lightswitches in rooms with fuseboxes in them, husks camp in lit fusebox rooms. Stalker becomes useless.

Solution: Fusebox rooms cannot be lit/unlit except with the fusebox

I'd say a good idea would be to make the flashlight deal minor damage or you will have one giant sitting around party.

This would also put stress on the Stalker not to be seen and to jump people.

Fuse boxes are delayed one minute once shut down


Please tell me that the Stalkers will have those eyes in-game

yeah I remember when I offered to code for this project
then I found out I hate 3D programming with a passion
so yeah I'll probably try again with 3D at some point in my career, it's great but so loving frustrating to program

IMO there should be some unique features so its not just a hide and seek. possibly objectives in a map. Or possible ways to fight back.

woah this is love
QFT

I can't wait to see this completed!

This seems awesome. Can be so fun if this is made correctly.

Game should have some kind of funky moving system. Like all of those fancy parkour and hanging from ceilings and stuff.

It isn't as hard as it seems, you just play an animation and move the player forward and check if he will end up in a safe to walk spot.