crackedthesky

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[IMG]http://i.imgur.com/nD8lQUV.png[/IMG]
 
In this horror exploration game, a lost soul wakes up in a snowy wasteland with no memory, and only a talking scarecrow pointing them in the direction of a nearby castle. Little light enters its stony walls, where rooms don't stay put and inhuman creatures wander the halls. But this soul is not alone, and should you find the seven journals left by the one who came before, you might just escape the Hinterland.
 
This game features multiple endings and does not hold your hand. Explore, investigate everything. The world changes depending on your actions, and the answers aren't always clear the first time you try something. There is no "game over" but getting caught by the creatures in the castle will have consequences. Those who search deeper are likely to be rewarded.
 
Scripts used:
 
Khas Awesome Light Effects by Khas (http://arcthunder.blogspot.com/)
XS Stamina System by Nicke
Parallax Lock by Yanfly (https://yanflychannel.wordpress.com/)
Pixelbyte Engine - Splash Screen by Ultim
 
Special thanks to all testers, makers of DLC, RPG Maker staff, members and staff of rpgmakerweb, rpgmakervxace.net, and guelstie.com; members and staff of freesound.org, pixabay.com, and wikimedia commons.
 
Screenshots: 
 

Spoiler




[IMG]http://i.imgur.com/3th4u75.png[/IMG]
Hinterland 2.0 10_25_2015 10_36_40 PM.png


[IMG]http://i.imgur.com/fIbtbw2.png[/IMG]

[IMG]http://i.imgur.com/gdlsDqj.png[/IMG]

Hinterland 2.0 10_25_2015 10_35_57 PM.png


 
Download Links:
 
http://gamejolt.com/games/hinterland/94720
http://steamcommunity.com/sharedfiles/filedetails/?id=530153811
 
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Simon D. Aelsi

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Wow... the mapping is really plain...
 

crackedthesky

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Wow... the mapping is really plain...



You're not wrong. When I first released this I got a lot of criticism about the maps. I was trying to strike a balance where I was making the house desolate but not unused, and also giving enough room for the player to evade the monsters (if they touch you bad things happen). I was told I could do better while still doing that, so I took about a week and scaled the maps down and added more clutter. (It just occurred to me that all of the screenshots in this post are pulled from the earliest version of the game, there are a few more recent screens on the GameJolt and Steam pages, but even those have been updated since; I'll try to go through all of the sites this is on and post better screens.)  It's still not perfect, but at this point I think this particular game is more about the experiences and events I have set up than about having great maps, so I don't know that it's likely to change much more. But I'm applying what I've learned from the feedback I've gotten to future games. If you have any specific criticism, feedback, pointers, etc., I'm always open to it. Thanks!
 

IAmJakeSauvage

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First thing, when it comes to nature it's organized chaos - if there's too much symmetry it just doesn't work. Try to keep that in mind for your exterior maps. Also, the lighting on those windows is very strange...you're not going to get that much light, nor is it going to be that color if you're in some poorly lit frozen tundra. I'll give this a play soon - I really do love any type of horror game - I just hope that you improve on the mapping/atmosphere as that's a huge part of any horror game.
 

crackedthesky

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First thing, when it comes to nature it's organized chaos - if there's too much symmetry it just doesn't work. Try to keep that in mind for your exterior maps. Also, the lighting on those windows is very strange...you're not going to get that much light, nor is it going to be that color if you're in some poorly lit frozen tundra. I'll give this a play soon - I really do love any type of horror game - I just hope that you improve on the mapping/atmosphere as that's a huge part of any horror game.



Good points. For what it's worth, only the trees in front of the door are symmetrical, and they're supposed to look placed/landscaped. There's actually not much going on as far as exteriors in this game, otherwise.


A lot of people have criticized the lighting. I actually have different flavor text for almost every window in the game, so I wanted to draw players to them, but it does look pretty goofy. I've been (very slowly) porting this game to MV, and I'm thinking of doing much more general, dispersed light for the windows; none of the flavor text is super important so if people miss it, they miss it I guess.


I learned a lot making this, and I'm hoping to apply it to future releases. As always, thanks for the feedback!
 

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