

Ambient forest sounds have been added there is a faint wind loop that plays, and sounds of crickets and owls will randomly play in different directions from the player's position.Ĥ. There are now 12 different footstep sound effects which are chosen from randomly (the script does not allow the same one to be played twice in a row).ģ.

The camera view can be zoomed in and out (to about 3x zoom) by pressing E to zoom in and Q to zoom out. Just an update, I've added a few extras (I will upload the new version when I get the chance):ġ. This will obviously be fixed when the actual map is made. NOTE: The play area is still too small for SM to spawn with the first few pages (and on page 3, I think he will only spawn if you're on a far edge, like one of the corners). Added a wall around the edge of the test area just didn't want people falling off. It's still by no means perfect (it's still possible to catch the tiniest edge of him before being "visible", especially on his front and back), but it's rare and most likely won't come into play at all anyway.ģ. SM can now be seen from his right and left sides, thanks to an extra raycast aimed at his right and left arm. There are 16 possible locations on the current test map, but I could add lots more if I wanted to.Ģ. Assuming no more odd bugs, this could be the last one before the next big step: working on the actual map.ġ. Just completed and uploaded latest build. I'm going to remove the scripting that has it change the loss rate based on the position on the screen, it's causing more trouble than it's worth. *EDIT* Hold on, something's screwed up with sanity loss in this version. I'll record a quick video of how it stands so far. I'd really like to improve the scripting for being able to see SM, since right now you don't "see" him if you see only his left or right edge. The actual play area needs to be built.ģ. Also, he should disappear if the 8th page is collected.Ģ. It also fixes a few audio bugs and the one where it gets stuck if SM catches you. This one shrinks the size of the flashlight so that the sides of the screen are dimmer, but it also makes it so that sanity loss is weaker towards the edges of the screen, but stronger towards the center (at least horizontally). That's how you lose, or if he catches you (though there's a bug right now where you get stuck if he catches you that will be fixed in the next build). Oh, also, don't look at SM if you can avoid it. There's no win condition at this time for collecting all 8 pages. There are 5 pages right in front of where the player starts collecting all 5 should get SM up to a good difficulty (he might not spawn with 3 or fewer due to the test area being so small). While that's definitely a limiting factor, I can deal with it unless someone can help me find a way to fix it.Īnyway, the current build is a test area to test the movement. It works really well, but it has the drawback of requiring the level to be perfectly flat (i.e., no slopes, hills, stairways, 2nd floors, etc.) everything has to be on the same height. Right now, I'm testing a really basic movement script for the enemy I made. As you start collecting pages, however, the Slender Man begins stalking you and becomes more and more persistant as you collect each page. You have to go through a wooded area with some old buildings and collect all eight pages that are randomly scattered in the area. Starting a new thread for this (it's proceeding enough that the collaboration thread is probably no longer needed).īuilding a game based loosly on the Slender Man mythos.
