Hello @Oblivisight ! Welcome back to posting with us on the forums!
This was a fantastic watch and a very interesting system! Do you plan on making more door type interactions for such a system? It’s been a long time since I’ve played Outlast, so I don’t remember all the obstacles the main character encounters.
Hey there @Oblivisight,
Hope you’re well ![]()
Just wanted to pop in and throw in some support. Outlast was my first, and last, horror game I ever attempted. “Little pig” still haunts me. Can’t wait to see your other creations ![]()
Thank you so much for your kind words!
There are so many conditions for the Outlast-style doors — I’ve added a lot of them, and I don’t think there’s much left to cover. This is part of my horror engine for developers, and it’s also the foundation for my next game.
Probably, the AI will be the tricky part. In Outlast 1, the AI always breaks closed doors; in Outlast 2, it only breaks locked doors and simply opens the unlocked ones without closing them. In Outlast Trials, the AI can open, close, and break doors — which is a fantastic design by Red Barrels.
Anyway, once I finish the AI behavior, the door system will be complete. I’m also planning to add Resident Evil 7-style doors as well.
Thankyou so much <333333
Hello again @Oblivisight !
Thank you for explaining that a little more to me. I didn’t know that there was a difference between the doors in Outlast 1 & 2.
If I may ask, what will be the difference with the introduction of the Resident Evil 7-style doors? I thought they were similar to the Outlast doors.
Hi! Yeah, they’re completely different — and honestly, I kinda love doors XD
In Resident Evil 7 and Village, the doors are physics-based. I think that’s because the RE Engine handles physics really well. When you interact with a door in those games, it first pushes open slightly, and if you move into it, you can push it further to fully open. They even close themselves afterward, which feels super natural.
I noticed something similar in Resident Evil 2, too (though I haven’t played the whole franchise yet).
In Outlast, on the other hand, the doors are animation-based and use hand interactions — the door is actually a skeletal mesh, which makes it behave very differently.