CLIPS Devlog #2: Limits of a Point-and-Click


Introduction

With many different ways to present games, all have some advantages and disadvantages. With my point-and-click 2D first person horror game, there are many limitations regarding some of the major points in horror. Here I will go over two of those limitations.

Limit One: Movement

Many horror games depend on exploration of the unknown and real time events. This is furthered by having an atmosphere that changes depending on where the player is. However, a point-and-click game like mine cannot utilize this in the same way. This might be fixed for a 3D first person or 2D third person, but the dynamics of a 2D second person to not match.

So, to fix this, I will incorporate real time updates and sounds. You may wonder: how does that work? Well, the way my game is set up is really the savior. While solving puzzles in each level, the monster will try to break in to your room. To prevent that, you have to use my point-and-click movement system quickly enough to stop the monster. This includes turning and clicking doors. Hopefully, this will create a terror-filled environment for the player, knowing that they may have to drop everything and act at any moment.

Limit Two: Chases

The thing that will keep the player on edge of their seat the most in horror games are chases. However, as the above section suggests, a chase scene will not work normally. The restriction on movement also affects this area. So, I will have to create an alternate chase scene sequence.

To accomplish this, I must create an alternate system for chases. At its core, a chase scene is just a period of time where the player is pursued by an enemy. So, we need an element of suspense and an element of difficulty. So, to run, the player must either:

  1. The player rapidly presses a single button
  2. The player rapidly presses many buttons in a combination

Either way, it will add a sense of difficulty. The sense of suspense comes when the chase begins, with a shot of the monster, a scream, and then the chase sequence. But, the player can’t turn around without getting caught, so they don’t know if the monster is right behind them!

Random Other Game

All Devlogs

(Next Devlog)

(Previous Devlog)

Leave a comment

Log in with itch.io to leave a comment.