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Poll: In your opinion, would protagonist speech improve immersion?
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No, leave the player to their own thoughts.
45.45%
5 45.45%
Yes, it would help to set the mood / personality of the protagonist.
9.09%
1 9.09%
Both are good / undecided
45.45%
5 45.45%
Total 11 vote(s) 100%
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Work in progress "Don't Let Go" Full conversion with some neat features.
Kreekakon Offline
Pick a god and pray!

Posts: 3,063
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#13
RE: "Don't Let Go" Full conversion with some neat features.

Time for some feedback on the features!
Quote:-Permadeath. Upon dying your saves will be deleted (Not sure if this will be possible, if it is I'll do it.)

I disapprove of things like this as I see it to be a "false difficultly" level. IMO, things like these are more frustrating than helping the horror.

Quote:-No monsters. Scares and encounters are scripted sequences - but encounters are still just as life-threatening as in the original ATDD.

I'm VERY interested to see how this turns out. Has potential to be awesome.

Quote:-Sanity plays a strong role. Your sanity can affect how you interact with things, what you see, and the story as a whole. Your sanity, along with your health, also regenerates very, very slowly. Since there are no sanity potions, the only way to really regain sanity is to progress or perhaps go to certain "calming" areas.

I remember something similar in Alan Wake. I like this feature since it will urge the player to be pushed towards their safe haven, and leave the "bowels of darkness". It's a bit of a complicated feeling which actually can add to the horror well if done correctly.

Quote:-Dying is a VERY significant thing. You don't die in the typical way for Amnesia - if you fail certain things in certain ways you're killed, and a cutscene-esque thing is played unique to how, where and when you died.

I don't really follow on this one. You say dying is significant, but your following words describe it as simply a more "specific" type of death. Could you elaborate on this?

Quote:-Non linearity. The story and events will play out differently depending on what you do and when you do it.

Sounds nice Smile
Quote:-Many endings. After seven days in the house the end-game is triggered if the story hasn't already ended via you being killed or ending it in some other way. Your ending is influenced by your actions during the story. Will you solve the mystery of the house or will the house consume you?

Multiple endings influenced by player choice/gameplay are always pretty cool!
Quote:-No momentos or hints. It's up to YOU to put the pieces together and act accordingly.

You need to work very VERY carefully with this. I might even go as far as to say I disapprove. Unless your level structure, and subtle nudges are done well enough, this will lead the player to getting stuck, and not get a "genius" feeling when they finally solve it. It'll mostly be frustrating, and end up in "FINALLY! THANK GOD!" when they solve it.
Quote:-Unique key system: The player starts off with a key to each door in the house, as well as the front door key. From an in-character angle they are kept on the player's keyring. There are no "tags", the description of each key reflects what it actually looks like. They are all named "Key". The player is not told which key leads to what door; they need to figure it out for themselves, get familiar with the house, and memorize which key leads to what door.

Mostly same reasoning for me as my previous statement. Also, if he just bought the house, shouldn't he have some sort of manual that tells him about the keys anyways?

Quote:When the player uses the corresponding key on a door, the door unlocks or locks respectively. During
encounters - during which there are more than one way to survive/escape I might add - the player may
need to quickly get inside a room and lock the door behind them.

...Or
the keys may be knocked out of the player's "hand", and they'll have to either scramble to pick them up or just get away and return for them later.
I like this idea =]

Quote:-No special glowy items. Players cannot single out items by their glow and pick-up-able-ness. If it's
possible for an item to be used, you can pick it up, even if it actually does nothing.
(I thought in ATDD - Why do I know to pick up the hammer when I could have picked up the brick,
or the knife, or the tongs, etc etc.)

I approve of this, but again it needs to be worked with carefully to work out.

Quote:Also I'll add that there is no "Cannot use item this way!" If you try to use two things together that could work but don't, there'll be a message saying how you used it and the result etc.

I'm a massive fan of specificness. Go for it!

Quote:-No protagonist voices apart from during cutscenes (which are only actually there in endings or the intro) to improve immersion. I think it may be better if the player was left to their own thoughts and reactions, rather than their character telling the player how they are feeling.

This may, or may not cause some problems depending on your story due to the fact that your protagonist may know things the player does not.

[Image: Tv0YgQb.gif]
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(This post was last modified: 09-26-2012, 04:00 AM by Kreekakon.)
09-26-2012, 03:59 AM
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RE: "Don't Let Go" Full conversion with some neat features. - by Kreekakon - 09-26-2012, 03:59 AM



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