DarkRoomGames's Forum Posts

    Guess I'd find my nearest boom-stick and get to work? Texas is a neat place!

  • Almost sounds like opportunity for Construct made games...

  • This new gameplay video gives us a quick look at using the stealth system in House of Velez!

  • This new gameplay video gives us a quick look at using the stealth system in House of Velez!

  • Oh wow that takes me back to the old Mortal Kombat Mythologies on the PS1 & N64! I'll be looking forward to this!

  • It wasn't "Red Game Without a Great Name" was it?

    or mayber this one? indiedb.com/games/yokai

  • Yeah, this is pretty terrible news... This group just started on Steam to show support for keeping things similar to Greenlight.

    steamcommunity.com/groups/keepsteamgreen

    It isn't much, but maybe if enough people join and speak up Steam will listen? It's worth a shot.

  • Video can stay pretty small depending on how you do it. Keeping music files separate from the video definitely helps out.

    The main reason for having the puzzles as an interactive form, rather than an item-based form is because of my lack of understanding arrays. Without knowing how to use them it makes it difficult to have things like inventory management and things like that. I know there are other ways, but the tutorials I've found don't do it for me. I'm an animator, not a numbers guy. :/

    Thank you though! I look forward to coming out with more updates soon!

  • Yup, no need to worry about 3D specs here. They're all just sprites by the time they get to the engine.

    The cutscenes surprisingly take the least amount of memory out of everything! It could be because they're in .ogv format too though. But yeah, the sprites and layout images take up all the space. But then again they are all in .png and everything is rendered at 1500x1125 before they are cropped however they will need to be. So a lot of the action and cutscenes will actually be video files instead of sprite animations.

    There won't be any combat in this game, which is mostly due to trying to preserve the large scale visuals while keeping the overall project size as small as possible so it won't bog down the engine. It is all stealth-based instead. So yeah, hiding in shadows, inside cubbards, behind or underneath things... And of course there will be puzzles in it as well. But they won't be the traditional Silent Hill riddle-type puzzles. Instead they will be more interactive on the layout, and some may act as a threat as well. Kind of like what The Witch's House did. I also have a Fallout style lock picking system made too. These are some of the things I will have to show in the next video for sure.

  • Nah, it's designed to look like those games, but since it's still C2 the game is still 2D. So side-to-side movement. The in-game graphics and cutscene graphics are the same, so when you open doors and use stairs it transitions seamlessly between the two to give the feeling of a 3D world. It's the closest I could get to the classics while using C2.

    Thank you though! I'm glad you like it!

  • Steam Page

    http://store.steampowered.com/app/724010/House_of_Velez_part_1/

    Facebook

    https://www.facebook.com/House-of-Velez-1472285942792421/

    Twitter

    https://twitter.com/D_R_I_G

    STORY

    Lily Velez, daughter of famous archaeologist Victor Velez, returns home to her family's estate following news of her father's sudden disappearance. Intent on finding clues to her missing father's whereabouts, and evidence to prove his innocents involving a scandal within his company, Lily begins her search. However, she is about to uncover something that will take her far beyond her own investigation. Something that will force her to fight for her very survival. Follow Lily into her own worst nightmare as she uncovers the dark and sadistic history that lies within the walls of the House of Velez.

    GAMEPLAY

    House of Velez is a horror game based around stealth/puzzle elements. It emphasizes sneaking, running and hiding mechanics to surpass obstacles rather than combat.

    The game features a "Focus Mode" that allows you to see your pursuers' field of vision and hearing radius, while also monitoring your own noise levels.

    Another feature is "Heart Rate Suppression" that restricts movement, but allows you to become "invisible" when used effectively.

    House of Velez draws inspiration from titles like Haunting Ground and even film such as the 1980's Hellraiser.

    SCREENSHOTS

    VIDEO

    EXTRA NOTES

    House of Velez - Part 2 is now complete!

  • Here is the Greenlight Concept page for House of Velez

    steamcommunity.com/sharedfiles/filedetails/?id=858333442

  • HoobSug Sounds like a winner to me! Good luck with it and I hope to see it up and running when it's ready.

  • some screenshots of my gaem

    Aww cool! Is it going to be kinda similar to the Hotline Miami games? I loved those games!

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  • Gameplay for my upcoming Horror game, House of Velez! It's being made in the same vein as the old Clock Towers.