haha this is great. i've heard the chase music here, also in fears to fathom in a couple other games and videos now. where is it from? it's cool music.
westingtyler
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this is awesome. it would be great to play in VR, but if that's too much to program, please just add a "snap turning on the right stick and no vertical camera movement" toggle in the options - then it would be easy for anyone to play it in VR with Vorpx without getting sick. bonus if you can set your snap turning increment, like 30 degrees or 45 degrees. can't wait for the full game!
I'd also add the ability to just walk up and down stairs instead of doing the rigid load scene thing, which can be frustrating when you accidentally click wrong and then have to go all the way back down and back up again.
I just want to write here that my RTX 2060 Super runs this fine. generates an image in about 20 seconds. I can use resolution up to 448x768. using windows 10 home, 64 bt. to give others a baseline. trying higher resolutions gives an out of memory error.
this is awesome, and thanks for the amazing tool.
I played all the way through this (I got all but one dino apparently.) Fantastic. As someone who still loves the original SNES game, this is great. A few cool notes about this.
1) even though you can see clearly, have a good frame rate, and can strafe, it is still spooky because you have limited ammo and the dinos can see you around corners before you can see them.
2) the fact you can carry multiple ammo types, actually makes the original's hint of "different ammo works best for different dinos" actually a real gameplay mechanic; in the original, you just get rockets (and max them out since you can just leave an interior and they respawn, allowing for easy farming.) but here the ammo is actually limited, and it's actually a bit of a puzzle to figure out what dinos work best with which ammo. I barely scraped by even after figuring out shotgun works best on dilos, and rockets on raptors (I think.)
3) the fact you cannot save creates a classic old-school challenge and makes the game scarier. if this had been on NES like this, I'd likely still consider it as spooky as Friday the 13th or Maniac Mansion, both of which were similarly unforgiving in a good way.
If this were ever expanded to add the other interiors, with interlocking accessibility (keycards, computer hints like "Power Controls Can Be Accessed in Nublar Utility Shed", etc.), I'd play through the whole game. Even if you just made a menu list at a front door to click which building to go to, with no overworld, it'd still be fantastic. This experience has made it pretty clear the heart of the SNES JP game was the interconnected 1st person interiors, and while the exteriors were fun, if I had to choose between a game with just interior or just exterior, the interiors win easily.
This is like a good resident evil game. all the principles are there and apparently always were, which this version has revealed in full light.
As far as tweaks, this is almost perfect. I'd add one of those "directional damage" indicators, since sometimes I could not tell if I was being attacked by a raptor in front of me or a second one behind me since the lack of 3D makes it hard to tell when the raptor is "touching" the hero. I wish I could toggle a goggles vignette for a narrower view, as well as toggling a "flashlight" mode where the game is in darkness until i turn on the power or something, for extra spookiness. I almost wish this were like Daggerfall Unity, ie moddable, as I'd happily make and add in 3d models of the wall tiles, dinos, props, etc. in a weekend if that were possible since I've gotten fast at modeling basic low poly stuff in Blender anyway. May not be possible if this really is like a Mode7 or pseudo 3d experience, but if it is and you want to add a "3d models option" now, years after its release, hit me up on twitter.
As it stands, this is fantastic and actually quite a good small game that really captures the feeling of the original and is actually better from a mechanical standpoint considering the ammo strategizing I mentioned early. it's like a survival horror experience.
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ADDED AFTER A SECOND PLAYTHROUGH (got all dinos this time):
the game was much easier once I realized I had been wasting ammo. unlike in the original game, rockets and shells don't stack beyond 8. and each refill gives you 8. so I was over here getting a rocket pickup when I had 6 rockets, thereby wasting 6 of them. wait till you are low or run out before picking up more, to get more ammo. an optional mode to have them stack up to... what.. 32? like the original game, would be cool. or an option to have the pickup show on the floor how many remain in that stack on the ground. same for health kits.
I'd make the door windows tranparent and like broken glass. then it would explain how enemies can see and projectile attack you through those windows, and you'd be able to see a bit so it would feel more fair. but a mode to have them classic like they currently are, would retain challenge and should be included as well.
Awesome! Also, could you give insight into which games you put on steam versus itch.io? Are all destined for Steam, or will some always be exclusive to Patreon, itch.io, etc.? I'd love to buy Night Ripper, but it doesn't seem as easy to find. Also, what is the difference between Puppet Combo and Vague Scenario LLC? I thought VS was your new brand, but The Glass Staircase included both, so I'm not sure. Also, do you use VHS Pro or PSXEffects from the Asset Store to get the ps1/VHS look? Also, what do you think of games like September 1999, Helltown, or Lost in Vivo, which take some similar inspirations? A lot of curiosity, haha, I've just been a huge fan since Babysitter Bloodbath. Keep up the great work!
I checked out your game, and that's pretty cool, and great job if youtubers like Jack have played it! If you're looking for a VHS video effect (?) check out VHS Pro on the Asset Store, but I heard it doesn't yet have Unity 2019.1 support or URP support. PSXEffects, though, works great in recent Unity versions. You can use it to get affine textures, vertex snapping, lower resolulutions, bit crushing, etc. for a PS1 look. Combine that with using none/point filtering on textures in Unity, and it looks awesome. I'm not sure which plugins Puppet Combo uses, but those are similar.
Hello! your games are awesome, and I always add them to Steam. Would you be willing to make and include steam banner art for these awesome games? basically those vertical box art thumbnails that show up in the steam library. for now I'll use the VHS cover arts to create them, but it would be cool if they were included in each package!
You can make your own games! I mean this in an excited and hopeful way. I got Unity for free, Blender for free, and I paid $65 for Playmaker on the unity asset store, and I've been developing my own game for awhile using these plus tutorial vids online. With Playmaker you don't even need to code since it's a visual scripting program. (Unity itself is creating a visual scripting plugin due out in 2020, so by then the ENTIRE process will be totally free for beginners, plus your time.)
It's amazing how easy it is to do this stuff now and make your vision a reality. It just takes time and dedication, and trial and error to figure out what types of experiences keep your interest long enough to complete them. Ideas are easy to come by. The real trick is dedication to the daily process of developing them. For me, I'd create games for free anyway, so I might as well make it my job! Now that the tools are practically free, it's up to you to make your vision a reality. You can do it! We need more Puppet Combo style developers in the world, and that could be you! Also for videos and inspiration, check out Youtubers John Wolfe, KrKravin, Gab Smolders, Nexpo, Night Mind, Bowlingotter, and Scare Theater. Great stuff.