(Name of the game updated since I am an idiot.) Christopher Cash, Remie Piccoli and Teddy Daniels are a group of overeducated and underpaid professionals. Tired of always being runners up, three friends band together to take ghost hunting to the next level. Using the Dynamic Electromagnetic Full Range Scanner, or Spook Scanner as Cash likes to call it, they'll begin taking jobs across the city. Every photograph means more money in the bank. Joined by Christina Coles, team leader, they'll go house to house recording film, taking pictures and documenting evidence of the paranormal. Gameplay: *Mission based horror with an overarching plot line. *Earn money through the photographs you take to buy supplies for your future missions. *Use the Spook Scanner, a sonar like detection device that will lead you to ghosts. Get their picture and make a profit. *Get freaked out through ever intensifying horror as the ghosts you face off become ever more malevolent and dangerous.

Post news Report RSS Survival Horror and Item Use

I discuss the usage of items in-game and the new script.

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One thing I wanted to avoid in this game was the use of 'autokeys'. I want the player to choose from their inventory the items they want to use. To that end I've implemented a new script in which the player can bring up their item menu quickly and scroll through it, choose an item they might want to use, and then select it. If they use the wrong key, nothing might happen. If they use the right key, the door will open.

Also I like the notion of quick opening item menus. It adds more of an adventure game type flare and also puts a bit more work into the player's hands. I was really trying to avoid the player stumbling on keys and doors just flying open for them afterword. I want them to think about what they have in their inventory can be used on their surrounding world. This won't only apply to doors but also other interactions with the world as well.

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