Base on Silent Hill PT.

問左ChatGPT. 佢比左D idea.
要求:恐怖 Time Travel Loop.
初頭佢都係 答D行貨野.

我一半跟著佢既指示做. 一半跟隨自己既恐怖經驗.
成條pipeline: Houdini(Modeling + UV) -> Quixel Mixer (Texturing) -> Unreal/Unity
Houdini做modelling, Procedural UV.

Quixel Mixer就上texture, 不過無時間搞著. 試左先.
我自己 都搵左少少reference. 因為我都住過下舊唐樓


1. 出口夠晒狹窄
2. 轉灣位多 你睇唔到牆後面有咩. 因為唐樓 前後座 有兩伙.

prototype.

感覺都算合理啦. 整左3個鐘.
我唔係designer.
利申: Java CRUD developer


整到呢度 戴個VR headset行兩步 都feel到D野.

佢呢個係endless loop黎.
我既諗法就係解唔到關
就點行都去返同一層

我問佢 你係隻鬼 會點樣搞玩家.
Apparitions: The ghost may appear as a ghostly apparition that appears and disappears suddenly, creating a sense of unease and disorientation for the player.
Possession: The ghost may possess objects or even the player's character, causing them to behave erratically or even harm themselves or others.
Hallucinations: The ghost may create hallucinations or visions that the player sees or hears, causing them to question what is real and what is not.
Poltergeist Activity: The ghost may create poltergeist activity, such as objects moving or flying through the air, doors opening and closing, or lights flickering on and off.
Horror Soundscapes: The ghost may create eerie soundscapes, such as whispers, moans, or ghostly voices, that add to the atmosphere of the game and heighten the player's sense of fear and anxiety.
Flickering Lights: The ghost may cause lights to flicker or go out, creating a sense of uncertainty and fear in the player.
我夠膽講implement左 一定變亂黎jumpscare

你識jumpscare我都識整10把AK47家姐.
到時咩鬼都唔怕啦.



有時間再整non-linear gameplay system.

有咩gameplay element一齊可以分享下.
