hmmm I don’t think slow pace is a bad things for building up the tension. That’s just preference of course, it’s a fast action type game
. Like when I watch a movie and a song is played I even like it when they take the time to play the entire song. Like… that scene in Pulp Fiction where they played Al Green’s Let Stay Together. I think that created the right balance, having fast scenes some of the time and slow other times.
What I’ve noticed is that speed in Die To Survive seems to be caused by (walking speed, enemy speed, enemy distance, the amount of actions the player needs to perform). It can actually move from slow pace to very fast when an enemy appears in front of you. It’s good. I only wonder if the walking speed is going in the right direction (goes from snail to supercar at times) Then I wonder, how much of atmosphere is lost at fast pace (environment sounds, immersion etc.).
Supercar turn and run on the spline:
For example, would it be more immersive if the walk speed is low, allowing the player to really listen to the environment, then pick his own actions “I hear a sound from the left, look left” or “I don’t hear anything, let’s rush forward” with all the consequences. The game would probably still be at high speed like that, while reducing the forward run speed over the main spline.
Oh! I also wonder what the requirements would be for Praydog’s mod to inject VR onto Die To Survive. Probably he h"cks the bone system of the default mannequin skeletal mesh, or the default camera. Wonder if VR players like me could run this in VR with that h"ck. I suppose you could already test it XD I’d love it. On your side you wouldn’t have to implement the VR libraries. And I’m a huge fan of ironsight aiming in VR. just a suggestion
. I figured out how to do ironsight aim using the default mannequin and a camera center position do generate IK for the g"n, shooting accurately from barrel transform as well. If you ever want to go that route I’d give you the files.
How is your game progression event system set up? I made (and sell) a subsystem that collects info as text strings (“has_done_x, has found_key, arrived_at_door_1” etc.). Specialized components react to when that info collection changes and run their own methods for preconfigured combinations (has info X and Y, but not Z). Could be really useful to implement your level progression programming.
