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  • Oh, I'm not thinking of any other projects. This is my baby. It's just something I'm considering since I'm more comfy with Source and I'm seeing what happens with Unreal over the course of development.

  • I mean move to Source again for other projects in the future per-say

  • What's your favorite HORROR game...

    Manio - - Other

    Post

    Silent Hill 2, and Resident Evil 2.

  • I'd move to Source again someday if Unreal just proves too much of a hassle, but really think I should learn how to use this engine.

  • I've found the Unreal Engine to be easier to work with coding-wise than Source. I think that's the main reason I switched, plus it's pretty :3

  • @Sejul Thanks! Be sure to follow the IndieDB page - indiedb.com/games/alas-mortis -- I just need to find out why someone went through and downvoted all the comments on the IndieDB page.

  • Maps will be decent sized. That way people should be able to play differently everytime. My favorite part of one of the maps Farmland is the corn-field. People run into the cornfield to escape the demon, and there vision will be reduced greatly, and they can get lost. Imagine the demon flying around above, the human players disoriented and lost in the cornfield as he swoops down and picks them off one by one. Fun.

  • Quote from 'Shikieiki Yamaxanadu: “ To be honest, the exact location of the player(s) shouldn't be spoiled, hence I mentioned the cone thingy.” It's still heavily up for discussion on how this will work. Which is something I'll have the testers weigh in on once we have something playable and ready to go.

  • Quote from 'Shikieiki Yamaxanadu: “ EDIT : It would be cool if the demon would have some sort of echo locator when people are talking as it looks quite like a bat. It doesn't point directly to the player, but appear as a cone.” This is kind of what we're doing. If a player talks too much they'll appear for a short amount of time for the demon, since he is a bat. And I am using the voice-system that was used in Faceless, and other similar co-op horror games like No More Room In Hell, but with a l…

  • Oh, we'll have ways to counter people trying to abuse that. I'm thinking of adding an option for in-game voice chat to also attract the Demon player, but I still don't know about that.

  • Quote from Shikieiki Yamaxanadu: “Quote from Manio: “Quote from leonho97: “Quote from Shikieiki Yamaxanadu: “Why former lead of Faceless? :V” He probably has his own reasons why he dropped the project. It seems that there was another project that was dropped before Faceless which was Fragment.” Yep. I left because I lost interest in Slenderman, and would rather create something from my own head. My own original creation. My own monster. I had already begun slowly drifting away from Faceless befo…

  • Quote from leonho97: “Quote from Shikieiki Yamaxanadu: “Why former lead of Faceless? :V” He probably has his own reasons why he dropped the project. It seems that there was another project that was dropped before Faceless which was Fragment.” Yep. I left because I lost interest in Slenderman, and would rather create something from my own head. My own original creation. My own monster. I had already begun slowly drifting away from Faceless before leaving, and it was a mutual agreement amongst mys…

  • header.1.jpg First off, thanks to everyone here who was supporting Faceless while I was part of the development team. The game is still being made, and be sure to track the progress over here - [Click Here]. I left the development team due to a lack of interest with the Slenderman entity, and some mutual agreements with the now current lead, Adam. I've since decided to start my own, free-to-play, game using the Unreal Engine with my own monster creation, but give the horror genre a unique little…

  • So, yeah. The official teaser was released on Friday. youtube.com/watch?v=wMEYmVLELr4

  • We released a new trailer, well a preview teaser for the full trailer we release on October 7th. Check it here. [Click Here]

  • We said December for the beta, and full release in March.

  • He could of been bull-shitting about that, but apparently that's what happened. Plus, he said that's why we should change our name, but we hit actual, proven copy-right issues. Plus, being associated with him is bad business. I can't reveal why, so I won't. --- Thanks for the support guys.

  • Not really, they have the right to ask people not to use the Source name in their game's title. Just like how the person who copy-righted the iOS app named "Slender" made Parsec add something after Slender. Hence why Slender is now called "Slender: The Eight Pages" and why we're called Faceless. It's just common courtesy to obey the wishes of someone who holds rights to something, or you know. Get sued.

  • I feel bad posting here, but it's a nice concept for this one at-least. A little turned off about it being a blatant rip-off though (sorta). Doesn't look unique what-so-ever.

  • Quote from Kneesocks: “Copyright issues with who? Parsec? Parsec can't set a copyright on it.” With Source, we wouldn't of been allowed on greenlight with the name "Slender: Source." Plus, we felt like Faceless is a more original name than Slender: Source.