Author Topic: What would you like to see in a Blockland Horror Map?  (Read 4469 times)

After fooling around a bit this foggy environment setup i had downloaded (which was eksi's limbo thing) I found that it makes things very dark.

very very dark.

something based around keeping the lights on should keep pressure on those who wander too far from their friends.

but are there any bot events that add to the functionality of the default ones? (I.E, not breaking them?)
« Last Edit: May 31, 2014, 08:56:06 PM by Jubel »


-spooksnip- Bots = very fun :)
i know right
here is a crappy reinterpritation of your gif from me,

Put lots of jumpscares
Put scary sounds
Chainsaw bots
Lots of blood
Darkness
Spooky spooky skelintons

NPCs who join your side and seem friendly. Maybe they are. Maybe they aren't. Do they make it to the end? Who knows.

Also, lots of puzzles would be nice. Survival horror isn't fun unless there are puzzles. unu

Here is a list of things I have found to be the most scary in my, and various other horror games / maps:

  • Tight spaced, curving hallways
  • Randomly flickering lights
  • Evented noises that are actually in the map (eg: door closing, player light noise)
  • huge rooms, (eg: Warehouse, engine room).  You could add a patrolling bot with a low detection radius
  • Footstep sound effects
  • Distant voices / talking (I've found that people are normally more scared of natural (or distorted) conversation in a creepy area rather than a generic scream)
  • Sewers, or places you can't see the ground very well
  • Tons of ambiguous figures / objects in the distance
  • Almost always dark.  But have a few rooms where it's light (so that when they exit, it's like re-entering the darkness all over again)

Now this is obviously a big list, and you don't need to implement even half of these.  I just found these to be the spookiest aspect in a horror game..

Not obvious hiding places that are checked by the monster every time they pass them

Ambient sounds should do the trick.

I would love to see some horror in a BL horror map.

Here is a list of things I have found to be the most scary in my, and various other horror games / maps:

snip

Now this is obviously a big list, and you don't need to implement even half of these.  I just found these to be the spookiest aspect in a horror game..
This

Add a bot that tells you messages with the grammar of an infant. That'd scare me.

OT: I can't wait to see this made. Sounds like it'll be a blast.

I've found that being indoors is a lot scarier than outdoors
Minimal to no friendly followers/players
Maybe a bot standing behind a door that instantly disappears when you open it, making it visible for a split second
Some rooms of light so they get the feel of going back in the dark again
Black fog
Plenty of ambient sounds/loops, some rooms completely silent
uh

When you go about constructing a horrifying environment there's a few key things you need to build up before you'll actually get anywhere. I've played around with some survival-horror concepts inspired by Amnesia and Penumbra and here's what I personally think makes a horror game well made:

Immersion
In order for the player to actual feel any fear they have to be able to place themselves in the subject's shoes. You could nail every single aspect of the emotion of fear but so long as the subject knows they're safe behind their screen, they're never going to feel scared. Immersing the player isn't a very easy task but it's the most essential. Some ways you can make the player feel immersed is by allowing them to interact with the environment in a large amount of ways. Let them be able to explore, investigate, touch, move, push, throw, feel, observe. Build an environment that is dynamic and fluid, something that breathes, something that changes. Obvious patterns will break immersion, as well as any glitches or bugs, and out-of-place things like changes of style, weird colors, out of place sounds, ect.

Atmosphere
Once you have immersed the player, you have total control over their emotions. Now we can begin to adjust their emotions or sway them based on what the subject sees and feels. We could put them in a bright sunny field and make them feel happy, we could put them on a rollercoaster and give them an adrenaline spike, we could put them in a mountain range and make them feel cold. In this case, we want to make them feel un-safe. Build an environment that seems hostile. Don't fill it with enemies at every turn, make them feel alone. Eerie gusts of wind and audible silence brings a great unease that'll keep a player on his toes. Take special care of color, music, ambiance, and make sure it all seams together.

Character Development
If the player couldn't give a stuff about the character or his story, why would they care if they lived or died? By building a human, deep, interesting character, the player will be more adverse to watching them suffer and therefore will feel more fear from imposing threats.

Psychology
The brain interprets things in different ways. You cannot build fear if you do not understand what fear is. There are a massive array of tools you can use to trigger certain thoughts or subconscious feelings in a player. Small motifs, symbols, details, all these things need a great deal of attention and care when building a scary environment. Color, sound, all these kinds of things. Some things you may play around with are common sources of fear, such as

- Fear of the unknown (darkness, unreachable areas, sounds you can hear but cannot find the source of)
- Fear of what we don't understand (higher consciousness, monstrosities, anomalies)
- Fear of isolation (loneliness, solitary)
- Fear of death (this is p obvious)

Here's an example of a horror build I tried to create a while ago before I lost the save (it was far from finished):
https://www.youtube.com/watch?v=95WgOxO8qbk
« Last Edit: June 23, 2014, 08:48:48 AM by Rally »