Ghostwood project (WIP - demo)
this was meant to be an entry for the Sparckman challenge horror contest,
though I'm still not sure I'll be able to upload the .mfa by the deadline
plus it may not fully qualify for the contest:
1 - it's quite heavy on graphics, being 178 mb does it fit the "common sense" guideline? XD
2 - I've crammed the main frame in 25 events (at the cost of some very crappy "ghost" AI) but there are literally hundreds of actions in there...
Anyway, this was chance to pull down an old idea I had of a "wood-spirit-encounter" simulation,
the demo is faster pace than I intended, as I was thinking more of a "wait - loiter - be distracted by other wood situations"
maybe also get lost, find the path, etc.
(you may guess which movie was the main inspiration for this XD)
Get in the woods with your special tools (ghost-camera, spirit detector) and try to take a picture of ghosts,
then get back to your van - but the special film is expensive, and you have only limited shots!
The idea was creating an atmospheric ride made of waiting times, low visibility,
fear of the dark and what may lie ahead.
Notable features are the "terrain engine ©" used to display ground
(a powered version of which will probably make for a next update of P3D)
and also "3D sprites" - walk around ghosts and trees in full 360 degrees!
Playable demo below:
Make sure your speakers are turned on! ;D
Demo version is limited in size, wood is about 4000x4000 pixels, don't get lost in the void!
Also, the "picture slideshow" at end of game is completely crappy - will have to improve that with some more time.
The application will grab your mouse, press esc to go back to the menu when in game.
Full gameplay in-app instructions included.
I had lots of fun doing this so I'm almost thinking in a powered commercial version,
(for few bucks of course...) this would include:
-more special tools (i.e. multiple cameras you can drop around to watch the tombs)
-more variety in terrain (grass, paths, rivers..)
-more and different encounters
-much better AI (including ghost responsiveness to proximity, torchlight etc.)
-many more wood/ghost sounds
-a more solid role for the clock
-almost endless forest (this was the main intended task of the terrain engine)
what do you guys think?
Thank you for your attention :)