6 DEVS make a HORROR GAME without COMMUNICATING!!
TLDRSix developers are tasked with iteratively improving a horror game without communicating. Each one adds compelling elements like cutscenes, enemy AI, puzzles, multiple endings and boss fights. The end result is an atmospheric, story-driven game with engaging mechanics, praised for its horror elements and potential as a speedrunning challenge. There are discussions around continuing development with randomized levels and new enemies to expand replayability.
Takeaways
- ๐ฑ The video features 6 developers creating a horror game by passing the project between them without communication
- ๐พ M created a zero-gravity top down shooter game with spaceship environment, movement mechanics, enemies, shooting and basic effects
- ๐ Idas worked on the atmosphere, shadows, enemy AI to chase player in light, gunshot alerts and slowdown effects
- ๐ป Aria and Dual Wielder added an intro cutscene and story about something corrupting the player's mind in the spaceship
- ๐ฆ Thomas added flares to light the dark rooms and a HUD to track ammo and flares
- ๐ Devin experimented with some visual tweaks but mainly focused on multiple endings and a 12-heart boss battle
- ๐ฎ The devs discussed improving movement, adding more enemies and randomness, and expanding the boss fight
- โฑ T had the current world record speedrun time and wanted to compete with Liam on speedrun leaderboards
- ๐ Great sound design and voice acting brought immersion and tension
- ๐ฑ The final game with story, cutscenes, effects and bosses was far beyond expectations
Q & A
What was the initial idea for the horror game by the first developer M?
-M's initial idea was to make a zero gravity top down shooter survival horror game set in a broken spaceship, where you push off walls to navigate around.
What gameplay mechanic did M implement for grabbing onto walls?
-M used a basic inverse kinematics (IK) script to make the player's arm grab onto the nearest wall when not moving.
What did the second developer Idas add to improve the atmosphere?
-Idas made everything darker, more unpredictable, implemented 2D shadows, and made enemies react and move towards the player when they enter light sources.
How did the third developers a and dual-wielded improve the story?
-They added an intro cutscene to provide backstory and context, introduced a second character when corruption starts, and had the captain give level updates over the radio.
What did Thomas Stewart change about the gameplay?
-Thomas added flares that can be thrown to light up areas, along with ammo pickups to find more flares. He also updated the HUD to track ammo and flares.
What ending did the final boss lead to?
-One of the narrative choices leads to a boss fight and ending where the player is corrupted by the red lights and then disposed of.
How was the minigame between levels changed?
-The minigame was redone to be more puzzle-like, parametric so it's different each time, and ties into the story better as the player progresses.
What criticisms did the developers have after playing the final game?
-They felt the movement could be improved more as it was hard to move everywhere. Also enemy placement became predictable once learned.
What ideas did they have for expanding the game further?
-Ideas included additional enemy types, more environments and bosses, randomly generated levels for replayability, and expanding the other narrative choice.
What existing games influenced or inspired parts of this project?
-M's game Endoparasitic, a previous no communication game some worked on, Luke Muscat's scuba diving game, and Fallout.
Outlines
๐ฑ Developing a spooky zero-gravity horror game
The first developer, M, created a top-down zero-gravity survival horror game set in a broken spaceship. He implemented movement mechanics, basic enemies, shooting, levels, a tutorial, and story elements before passing it on.
๐ป Adding creepy backstory and context
Developers A and Dual Wield focused on enhancing the story and context. They added an intro cutscene framing it as a submarine under the influence of mysterious red lights, tied broken minigames into the plot, and had a ship captain character guide the player via radio.
๐ Polish, lighting fixes and cosmetic horror
Thomas smoothed out issues with frustrating enemy abilities and lighting. He added flares to illuminate the dark environments, tweaked the UI for ammo/flare tracking, ensured progression without getting stuck, and paid homage to cosmetic horror influences.
๐ฑ๐ฑ Multiple endings, a boss fight and more spooks
Quinn added multiple endings based on a climactic choice. One ending leads to a boss fight against a monster with 12 hearts. He also incorporated small touches like screen shakes and hidden cutscenes for extra scares.
๐ Celebrating a great horror collaboration
The developers reflected on the final product, praised the collaborative effort, and brainstormed ideas for future improvements like randomized levels for replayability. They encouraged trying the multiple endings and offered a special sale on their GameDev courses.
Mindmap
Keywords
๐กHorror game
๐กDeveloper
๐กMechanics
๐กAtmosphere
๐กStoryline
๐กSpeedrun
๐กReplayability
๐กImmersion
๐กPuzzle
๐กLeaderboard
Highlights
The game is a zero gravity top down shooter where you navigate broken spaceship environments
M made zombie enemies that float around and attack you if you get too close
Idas worked on implementing 2D shadows and light sources to make the game scarier
Idas made enemies move towards the player when they enter light sources
A and dual wielded added an intro cutscene and tying mini games into the story
The story implies looking at red lights outside the spaceship corrupts the player
Thomas Stewart added flares to help navigate dark levels
Flare mechanics let players light up areas ahead without going in themselves
Liam made the game have multiple endings based on which character you listen to
One ending leads to a 12 heart boss fight
Liam added parallaxing effects and cleaned up the death/restart screens
T has the current world record for speed running the game
The group suggests expanding with more enemy types, environments, and random level generation
They could improve the unchanged mechanics like movement
The tension from lack of control in movement makes horror games fun
Transcripts
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