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Diego
Posts: 183
Joined: Sat 06 Jul 2019, 18:16

Re: player size

Wed 07 Aug 2019, 16:22

In a horror game though you don't want to be switching too frequently as it takes time to build up atmosphere and tension. In short it would be harder in this kind of game to maintain the horror aspect, as time off camera is breathing room for the player to calm down.
 
hibishop
Posts: 41
Joined: Tue 11 Jun 2019, 00:19

Re: player size

Wed 07 Aug 2019, 17:57

In a horror game though you don't want to be switching too frequently as it takes time to build up atmosphere and tension. In short it would be harder in this kind of game to maintain the horror aspect, as time off camera is breathing room for the player to calm down.
I did find it easy to end each scene on a jump scare before cutting to a new scene (ships exploding, bloodbusters bursting, random NPC getting eviscerated).  Very horror cinematic. 
 
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Diego
Posts: 183
Joined: Sat 06 Jul 2019, 18:16

Re: player size

Mon 30 Sep 2019, 01:13

In a horror game though you don't want to be switching too frequently as it takes time to build up atmosphere and tension. In short it would be harder in this kind of game to maintain the horror aspect, as time off camera is breathing room for the player to calm down.
I did find it easy to end each scene on a jump scare before cutting to a new scene (ships exploding, bloodbusters bursting, random NPC getting eviscerated).  Very horror cinematic. 
Sorry for the late response, I have been away =p

Yeah I get that you can do that. But I generally try to tap into more types of horror than just jump scares. Experience has taught me the value of horror of the unknown, along with horror of the mundane (such as paranoia) which I have found to be more valuable. To that end, you want to keep everyone in the scene as much as possible and only occasionally target one individual. I'm sure horror is doable in bigger numbers, but experience has taught me otherwise.
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