Tekstit

Can't stop upgrading graphics! + Physical interaction!

Kuva
I gotta stop promising what I'll write about in future posts. This time I have, again, a short new video and some screenshots to show. Plus, some major changes to talk about. The video showcases the new physical interaction mechanics similar to Penumbra and Amnesia. I've updated the textures and shadows as well. Here's a link to the video: Shut in Panic | Interaction And some screenshots before going into the topic: Major Changes I've taken a good look at this project and cut down some excess features. But I've also added some better systems. Here's an overview: No more co-op! It dawned on me that neither survival horror nor roguelite mechanics support multiplayer in any way. Neither did multiplayer enhance those genres. (Co-op does not work well with permadeath, let me tell you.) Physical interaction system! Without netcode to worry about, I can go wild with physics! No text parser

Video Update

Kuva
So many new things to show! I'm not going to try and fit everything on this post, so expect a bit more frequent updates from now on. A lot of technical aspects have been sorted as well, meaning there will be more tangible things to share in the future.  Let's start with this quick teaser video I made to show off the new visual style:       Shut in Panic | Intro          The style has gradually developed as I've experimented and learned new things. I'm quite happy with how the game looks now, it's not even half bad. The dither filter I used earlier (visible in my previous post) turned out to be unusable because you couldn't really compress it, meaning video attempts were super blurry and had banding issues. To get this new look, I started experimenting with color ramps, and eventually created a color grading editor to have precise control over the gradients. I worked on textures as well of course (though they are still lacking in variety, a

The game has graphics!

Kuva
It's been a whole year now and a lot has changed. Take a look! If you've checked the previous, now terribly outdated post, you might notice that the graphics have been improved from no-graphics-at-all to something decent. Keeping the game stylized, I added post-processing and some textures (along with realistic architectural proportions). I still think graphics don't make a game, but they sure are nice to look at. And naturally a good horror game needs some atmospheric graphics. Okay, but what else has changed? Shut in Panic is now aimed to be a modern indie survival horror co-op ("modern" as opposed to "retro"). Basically, what started as a retro project quickly turned into something more as I noticed the potential and realised that the game can't end up as something totally obscure. The game began with a really low bar on graphics because its idea was based on a completely text based project that I wanted to create with simple 3D g

Shut in Panic: a Strange Horror Co-Op

Kuva
Hi there. I'm a Finnish university student who loves horror and games. I've been learning game programming on my own for about ten years now, and three years ago I started using Unity. My new Unity project seems promising, so I decided to create this blog. Here, I'll start giving updates on my new indie game project  Shut in Panic ,   which I started working on two months ago. On this post, I'll try to explain what the game is about. (Progress-wise, I'm nearly done with the game engine.) What is it? Shut in Panic is quite a weird mix of genres. In just one sentence, I would describe it as an  online co-op retro first-person  Lovecraftian   real-time  text adventure survival horror game . I'm sure that there are genres that would describe the game better, but this will have to do for now. Here's a (cropped) screenshot to assure you that the game is indeed retro and first-person: Yeah, these are the game's graphics. And I probably won'