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What would be "Proper Jumpscares?"
Alex Ros Offline
Senior Member

Posts: 447
Threads: 46
Joined: Aug 2012
Reputation: 20
#27
RE: What would be "Proper Jumpscares?"

Streetboat Wrote:Alex Ros. I like your style. We should parlay.

Fucking google translator... I do not know that word "parlay". And fuck me for my poor English vocabulary... What that sentence "We should parlay" means?




MyRedNeptune Wrote:...I thought about it for a moment, and decided that to come close to formulating what you want would require a lengthy prelude and setting up definitions...

Be honest, my goal was to make rules without clear explanations. My reference was (no jokes, seriously) the Ten Commandments, I mean the set of biblical laws, like "Do Not Steal" and that's all, no explanations. And my silly rules could look like that...

1. Do not link jump-scares close to any objective completion.
2. Do not make jump-scares that would lead to the player's death.
3. Do not link jump-scares close to dynamical changes-transformations at levels..
4. Do not make jump-scares if some part of a gameplay feels boring while testing.
5. Do not make jump-scares without an explanation.
(This post was last modified: 11-28-2012, 03:43 PM by Alex Ros.)
11-28-2012, 01:48 PM
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Messages In This Thread
RE: What would be "Proper Jumpscares?" - by Adny - 08-15-2012, 06:56 PM
RE: What would be "Proper Jumpscares?" - by Froge - 08-15-2012, 07:36 PM
RE: What would be "Proper Jumpscares?" - by Adny - 08-15-2012, 08:11 PM
RE: What would be "Proper Jumpscares?" - by Alex Ros - 11-28-2012, 01:48 PM



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