What Lies Below

A New Kind of Survival Horror…

Creating a game with survival mechanics akin to Resident Evil while also adhering to the style of story told through the early Silent Hill games has always sounded like an interesting challenge to make work, which is exactly what this project aims to do.

I’ve implemented many of the features that made those classic Resident Evil games what they were, while also adding more on top of that to make my game stand on its own as a unique survival horror experience. This means there’s a limited inventory system, healing resources, ammunition, and even saves on high difficulty levels. The new additions are weapon degradation and even a one-life difficulty level that should be as much fun to implement and properly balance as it will be to experience.

That aside, most progress in the project has been geared towards the UI and the cutscene system since those are the two most important systems in a game as inventory-management-heavy and cutscene-heavy as this. The video on the left showcases what the cutscenes are capable of at the moment, but even more has been implemented to further the functionality; like playing sound effects at specific points of time in the scene, to spawning/despawning objects and characters, to even player choices that can alter the outcome of a given scene.


Source code can be found here: https://github.com/ChrisBrine99/Project-Dread

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