The endings, for the most part, will be
cutscenes where the only player interaction will be having to hit the
“ACTION” key in order to move onto the next line of text (and
even then, that may change). One difference, however, will be the one
semi-playable ending. This ending starts with a cutscene that has
multiple branches. Picking the wrong answer will end the game there,
either right away or further along a path of nothing but dead ends.
Picking the right answer will continue to move the ending along to
its completion.
This (indirectly) leads to the next
topic we will be discussing. The game will be missing a certain
feature, the ability to save on your own. This has been something I
had been think about long before I made the decision to make a 2D
Project Silence for release. There is a reason for it, and there will
be a way to save, I just won't be whenever you want.
Today's games will save for you,
sometimes every minute or so, and it is laughable at best. Then you
have the classic survival/horror games that inspired Project Silence.
These games featured areas you could save, but only if you found
them. Admittedly, some of them were closely spaced together. Other
times, however, required you to backtrack to one central location of
the map in order to save, provided you survive the trip (look at the
map for Nowhere in the original Silent Hill).
As such, Project Silence will have
single-use “checkpoints” found after major storyline areas. Want
to save the game? Then make sure you select “Yes” to save. Don't
care about it? Then hope you don't regret it. Depending on how you
play, it could be some time before you see the save spot. This may
change depending on how QA and beta-testing goes later in the year,
but for the time being I would say you can consider this written in
stone.
Speaking of “written in stone” it's
also time I bring up another behind-the-scenes aspect of the game.
There are many features that I would like to have in Project Silence.
Some of them, such as the multiple endings that I'm currently
scripting and the voice acting, are features that I will push back
the release date in order to have in this game. Other things,
however, are not so set in stone. The deadlines for these, however,
are set in stone. One of these deadlines is quickly coming up.
As the picture in the second post on
this blog shows, a map for a building can show multiple rooms and
hallways connecting them. For some areas, that may be all and good.
Other times, however, it can reveal something before it should be
revealed. I was looking for a way to stop this prior to moving on to
building the many indoor areas of the game (hence the work on the
endings), and have yet to find one that will work. Provided one does
not appear by March 1st, the idea will be dropped and
instead each room and hallway will be a different map. This will lead
to more files and possibly a much larger file-size in the long run,
but for the sake of the horror element, it will be needed.
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