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An Open Window is an experimental MOD for Half-Life 2, Episode 2. In this project I will attempt to bring the concept of different realities to life in a realistic scenario. Instead of being another Shooter, AnOpWi centers around the role of the player and his/her experience, emotion and memories. By interacting with the world the player will define his own reality within the story. For this project I chose an open development cycle, which means I will update very frequently and share every step I take in the process of creating this game. Next to the regular media updates, I will also share my thoughts on the different areas of game design in the form of articles. In every article I will also ask for your opinion with the Question of the Day. This MOD also functions as a knowledge base for new and experienced designers.
This video demonstrates the effect of fear. As soon as the player approaches the door, he senses something is not right. The effect can be shaken off by fleeing from the scene.
Nice effect =)
Nothing really revolutionary, still pretty neat
STFU
Effect looks a little too intense for this kind of situation.
It is indeed too tense for this situation. The test was actually done for something else, but I don't want to spoil any plot points :) I'll make sure there will be different levels of intensity.
As for the other points:
The effect has a 0,5 second fade, which is pretty rapid. It indeed looks like it abruptly stops when you move away, but in-game it looks more like a fade out. It might be something that happend after recording or converting. I'll make the fade out a bit longer so it will be a bit more subtle.
I'll see if the actual design allows me to move the trigger further back. You'll notice the effect really well when you move around though.
Thanks for all feedback, guys!
The effect should (imo)fade of instead of just stop
I think its too abrupt. It should only be like that if something is actively occuring. If you are just near something scary, like that door, it should have a more subtle effect.
The effect trigger seems too near to the door. Maybe if it was further away, then a player could realize that the vision is suddenly awry.
Yeah, it probably would be, but he's just testing it first.
looks nice.
That's really badass, great work on it.
Also, i'm gonna ask here something that you probably already have in mind, will you make other senses too? Like love, nostalgia, hatred, etc? I would really love if you had done these.