It is possible to hide the enemies in the darkness and provide zero indication of their presence. This adds a claustrophobic feel to the game (e.g. Endoparasitic).
Maybe for our game it would be better to provide some indication of the enemies presence. This would have the following advantages:
players will anticipate a scare (adds to atmosphere)
players will be able plan their route with the enemy in mind (adds to game flow)
Perfect example of this is Alien Isolation, which provided a tracker for the alien, or amnesia the bunker which indicated the presence of the enemy with scary sounds and lighting.
I thought we could use sound effects. But it is also possible to use sound indicators generated by enemy movement (circular sound wave visuals?). One should not make this indicator too precise, since that takes away from the fear factor
It is possible to hide the enemies in the darkness and provide zero indication of their presence. This adds a claustrophobic feel to the game (e.g. Endoparasitic).
Maybe for our game it would be better to provide some indication of the enemies presence. This would have the following advantages:
Perfect example of this is Alien Isolation, which provided a tracker for the alien, or amnesia the bunker which indicated the presence of the enemy with scary sounds and lighting.
I thought we could use sound effects. But it is also possible to use sound indicators generated by enemy movement (circular sound wave visuals?). One should not make this indicator too precise, since that takes away from the fear factor
Probably best to do this issue after
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