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Re: player size

Posted: Wed 07 Aug 2019, 16:22
by Diego
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.

Re: player size

Posted: Wed 07 Aug 2019, 17:57
by hibishop
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. 

Re: player size

Posted: Mon 30 Sep 2019, 01:13
by Diego
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.