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old 3D horror game aesthetics



There has been a continuous interest in 3D pixel horror within the indie community.

This is seen in the Game "It hides"



The Shopping List

Key points of interest:










Dithering Light effect:





Return of the Obra Dinn


Shading


Lucas Pope, Creator of Return of the Obra Dinn, reacted a really insightful dev blog post regarding Dithering and movement.











Apply this effect as a subtle shader or for lighting.




https://www.youtube.com/watch?v=Ap4fXGTOb7I&ab_channel=Madalaski



Visual inspiration:

IRON LUNG






I


n the Siren head game created by UndreamedPanic

While the TV static effect


The environment effect with the pixel art.


Nights would be quite dark but for the day time I would like it to be bright and visible. Making higher urgency for hiding and sleeping during the night.



So there would be the main 3D environment and large creatures as 3D models with low pixel. However, where possible there would be 2D pixel, possible distorted or in the pinboard style from the snail effect.








GAME Technical concept:


3D environment, simple designs, focus on pixel textures being legible and simple. Heavy shading or lighting has a dithering effect, but there is still regular soft lighting to contrast.



This is even true in mainstream games, Stray, released 2 days ago on Tuesday,


while using realism and high definition in their texturing and models, still use 2D for the plants which is an interesting aspect that could assist with the design process of this survival game








Not too muddy and focus on balance between pretty and creepy.




Creature AI:

Would need to have multiple idle animations it alternates / probability.

hostility levels of AI dictates the behavioural response of creature (Numerical value of aggression)


Hostile response - E.g. attacking instantly increases hostility into fight or flight response depending on if it is categorised by a predator or prey in response to human size. After confrontation is over the aggression doesn't instantly go back to the 'neutral default' but the default of the AI would have a minor increase in hostility (On sight response).





Thus by the players actions the creatures may instantly attack on sight even if previously neutral, or may instantly flee despite previously being positive. (Learned fear / Aggression) .


When in development there would be a small demo separate to the main storyline of someone trapped within the environment and having to navigate around without supplies. This would be to showcase the environmental


REFERENCES:


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