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gonna post that in comments

gonna post that in comments | so im trying to make a backrooms game that stays true to the original idea, similar to The Complex, but a bit better. I think i figured out how to make procedural generation work. Perhaps I can set the surroundings in an infinite grid. Of sorts. As the player moves, large chunks around them are generated and remembered. They leave a sort of trail behind them as they walk of chunks that are remembered. However, if this trail grows too long, it will unload the furthest chunks so space may be made for more nearby chunks. This allows for immediate backtracking, but changes the surroundings furthest from you in a way that could prove purposefully disorienting. Like the halls themselves are changing, preventing cohesive maps from being made of such an impossible space. Of course If I want an effect that will be more noticeable I can always add a slight chance that a nearby chunk will regenerate itself if the player is looking away. Maybe I could generate “biomes” where the aesthetics as a whole change. Of course, I will need to work all the harder to make sure things don't get absolutely monotonous to the point where players are more on edge than annoyed. Still not sure how to do this exactly. | image tagged in h | made w/ Imgflip meme maker
77 views 3 upvotes Made by Eclipse. 5 months ago in MS_memer_group
Eclipse. snek temp (thanks sayori) memeCaption this Meme
28 Comments
2 ups, 5mo,
1 reply
minecraft
0 ups, 5mo
wild
1 up, 5mo,
1 reply
The biomes idea is really cool
I imagine like an Async outpost or a dark area with no lights
0 ups, 5mo,
2 replies
im straying from the mostly agreed upon lore for this, but yeah more or less
1 up, 5mo,
1 reply
Then remove the Async part
What if instead you can find like convenience stores and cars that noclipped in, and they have supplies, food, and dead bodies in there
0 ups, 5mo,
1 reply
i really don't want to make it a survival game because i detest hunger bars and that kind of resource management. still really cool idea however
1 up, 5mo,
2 replies
So is it more of a walking simulator with no goal, is it like “survive the monster the killer”, or is it like you have to escape
0 ups, 5mo,
1 reply
More of a walking simulator for sure. I'm trying to make horror with little to no presence of an actual monster
0 ups, 5mo,
1 reply
Then maybe the horror should come out of environmental storytelling, for example
What if there were corpses littering a hallway, but the further you got, the less decayed they were?
0 ups, 5mo
would certainly be interesting. though, if there are corpses everywhere it doesn't exactly feel empty

its a really difficult balance to strike t'would seem
0 ups, 5mo
Which may be a herculean task.
The one game I mentioned, "The Complex" did something similar in both of its games, but it fell short both times and everything became too familiar and stayed that way.
1 up, 5mo,
1 reply
also what if the monster was exceedingly rare
and like occasionally you could hear footsteps or scratching behind you but nothing’s there
0 ups, 5mo,
1 reply
this is most certainly the idea
0 ups, 5mo,
1 reply
like by exceedingly i mean so rare that you start to question if there even is a monster, and the horror comes out of environmental storytelling and the feeling of being alone, and it only appears once you’ve eased yourself in and you start to think you truly are alone
0 ups, 5mo,
1 reply
PRECISELY my idea, thats the exact kind of feeling I want to evoke
0 ups, 5mo,
1 reply
like once every few hours it should appear
0 ups, 5mo
exactly
1 up, 5mo,
1 reply
Snack
What program ru using to program it
0 ups, 5mo,
1 reply
I'll probably be doing it in unity so C# programming language as well
Unless I have a good reason to use unreal engine
0 ups, 5mo,
1 reply
Exciting
How long did it take you to learn the amount you know now cause I wanna learn how to code but haven’t gotten around to it
Ik how to think like a coder (made 3 full fnaf games in g9) just don’t know how to actually code shi
0 ups, 5mo
oh i dont know shit right now
i started learning c# a while ago, but it seemed really easy to learn for me so I stopped and chose to pursue music for a while instead, thinking it would require more experience for me than actual programming
0 ups, 5mo,
1 reply
Perhaps I can set the surroundings in an infinite grid. Of sorts. As the player moves, large chunks around them are generated and remembered. They leave a sort of trail behind them as they walk of chunks that are remembered. However, if this trail grows too long, it will unload the furthest chunks so space may be made for more nearby chunks. This allows for immediate backtracking, but changes the surroundings furthest from you in a way that could prove purposefully disorienting. Like the halls themselves are changing, preventing cohesive maps from being made of such an impossible space. Of course If I want an effect that will be more noticeable I can always add a slight chance that a nearby chunk will regenerate itself if the player is looking away. Maybe I could generate “biomes” where the aesthetics as a whole change. Of course, I will need to work all the harder to make sure things don't get absolutely monotonous to the point where players are more on edge than annoyed. Still not sure how to do this exactly.
1 up, 5mo,
1 reply
I know how to help
1 up, 5mo,
1 reply
How?
1 up, 5mo,
1 reply
conputer
1 up, 5mo,
1 reply
elaborate
1 up, 5mo,
1 reply
personal conputer
1 up, 5mo
i see
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so im trying to make a backrooms game that stays true to the original idea, similar to The Complex, but a bit better. I think i figured out how to make procedural generation work. Perhaps I can set the surroundings in an infinite grid. Of sorts. As the player moves, large chunks around them are generated and remembered. They leave a sort of trail behind them as they walk of chunks that are remembered. However, if this trail grows too long, it will unload the furthest chunks so space may be made for more nearby chunks. This allows for immediate backtracking, but changes the surroundings furthest from you in a way that could prove purposefully disorienting. Like the halls themselves are changing, preventing cohesive maps from being made of such an impossible space. Of course If I want an effect that will be more noticeable I can always add a slight chance that a nearby chunk will regenerate itself if the player is looking away. Maybe I could generate “biomes” where the aesthetics as a whole change. Of course, I will need to work all the harder to make sure things don't get absolutely monotonous to the point where players are more on edge than annoyed. Still not sure how to do this exactly.