old Silent Hill type demo

Community Forums/Showcase/old Silent Hill type demo

IKG(Posted 2006) [#1]
Wasn't ever going to release this, but it's been a few months so what the hell. Me and another fanboy had decided to make a Silent Hill type game. I whipped up a quick tech demo to test some basic ideas out at the time.

- I'm leaving some extra tools and features out; basically the stuff I used to place cameras and record info.

- The smiley model is just a placeholder for the main character!

- The grain was never finished. I stopped working on the project around that point after realizing the game we were shooting for was wrong for B3D (flashlights and real-time lighting).

Anyway, it was discontinued and forgotten about. I decided to post it up anyway since I'm always making little fun demos but never posting any of my crap. Wanted to see if there was another other B3D games with this kind of style out there.

P.S. Once again, this is an unfinished, discontinued, tech demo! The grain is too much, the models are placeholders, and nothing was finished.

Hopefully the next time I post something I have made, it won't be old and unfinished. I've learned more since then anyway ;)

http://www.devdave.net/oldtechdemo.zip


jfk EO-11110(Posted 2006) [#2]
Releasing this is the best thing you could do. It's a shame how much work and how many hours, blood sweat and tears will end somewhere on a harddrive. You never know, maybe you die tomorrow in a car crash and then someone a dump person will format your $$ sourcecodes in a few minutes.

I can't test it right now. After some serious security problems I switched to linux for web access. Since I have no physical net to the windows workstation the procedure to test software is kind of complicated. But I'll download it and test it later.

BTW. you say B3D was the wrong choice due to some FX limitations? I have to say I think we all should try not to believe in this total siginificance of graphical fx.

A good graphics engine is nice, but other than the milestones in games design (such as pong or wolfenstein 3D), the graphics are not that important. Most of the successful single player 3d games had a very good story or gameplay. The FX have never been so important.

There are several examples of games that have been bestsellers in their first episode, featuring not so perfect graphics, versus a fascinating plot. Then a few years later the company wused to release part 2. They added all things some "specialists" told them to add (stencil shadows, physics, fx etc.), but in the same time they missed to add the things in the gameplay/story that made the first part so great. No surprise the second part was a flop.

It's the same with movies. Do you really want to watch a 2 hours movie only because of some new graphics effects? I don't. But when there's a cool story... There are so many cool movies, and the same is possible with games.

So maybe one day you'll complete this.


Ross C(Posted 2006) [#3]
The flash light idea can be done in blitz3d. I'm going to check this out :o)


IKG(Posted 2006) [#4]
I too believe that graphics have very little to do with how good a game is, but realistic real-time lighting was needed for this game. I know a flashlight would "technically" be possible to implement, but I didn't want to use someone else's source code and it wouldn't have looked as nice either way.

By the way, source code is NOT included. The temporary system I had set up was too messy for anyone else in the world to understand but me. If I had gone farther with it, that would be a different story ;)


puki(Posted 2006) [#5]
I don't get it - I can hardly see what is going on, there is like interference on the screen - like TV static. Anyone else seeing this?


OrcSlayer(Posted 2006) [#6]
It was supposed to have silent hill style static...but the effect is way overdone here. He admitted that in the first post.


Ash_UK(Posted 2006) [#7]
@Puki Try press the arrow keys and see what that does ;o)


IKG(Posted 2006) [#8]
Yeah I was going to work on that. Here's the problem I had at the time..

The way I made that grain was creating a strip (for a frame by frame looping animation) and then creating static with a black background. The static pixels are only 1 shade lighter than the black background, so it's impossible to fade it out or lighten it any more. I was planning on making an animated sprite instead and placing it in front of the camera, so I could fade it as an entity.


IKG(Posted 2006) [#9]
Ahh double post! Sorry bout that :O


(tu) ENAY(Posted 2006) [#10]
THe SIlent Hill static though was created only the top of the entire rendered screen, not in the way you seemed to be doing it by only rendering it to the face. Good try though :)


Ross C(Posted 2006) [#11]
You don't even need an animated sprite. Get a sprite. Put a noise texture on it, and every frame, randomly position texture on it :o)


Neuro(Posted 2006) [#12]
Well with the dark graininess, i'd be a little spooked if some monster jumped out of nowhere....but the yellow happy face just totally ruin the moment....lol...yah I know its only a techdemo!


(tu) ENAY(Posted 2006) [#13]
> but the yellow happy face just totally ruin the moment.

Stick President Bush in there, now that's SCARY!


fetcher(Posted 2006) [#14]
That yellow smiley face meandering through the level is somehow very disturbing to me.


Neuro(Posted 2006) [#15]
Wasn't there a whole bunch of Noel Cower photo chops somewhere? You should stick the one with the Willi Wonka body in there....that'll give ya nightmares.


Rook Zimbabwe(Posted 2006) [#16]
Interesting but tooo much grain... could not see much of anything else!


IKG(Posted 2006) [#17]
Hehe I know. The point of showing this was NOT to show off the grain; being that it sucks as is. I just stumbled upon it while I was bored and thought it was pretty cool how well the camera system worked out.