Spend the night in Amityville...

General Discussion About Anything Amityville And Other Paranormal Topics
User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Wed Aug 09, 2017 6:12 pm

You could place cameras in an early version of the game and then watch them from a set of monitors in the dining room,it didn't really work though since the house is so small and quick to move around.
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

User avatar
Ayko
Amityville Addict
Posts: 365

Re: Spend the night in Amityville...

Post by Ayko » Wed Aug 09, 2017 11:21 pm

What the heck has this to do with spending a night in Amityville?!

Could you please keep your never ending constructing and pic collection of The Lutz House in ONE thread such as the one titled The Lutz House under the Amityville Photographs Forum instead of posting them one day here and the next there. That is spamming. Here is the link in case you forgot where it is...
http://www.amityvillefaq.com/truthboard ... =8&t=11705
Father Ryan: I'm not in the habit of blaming Satan for every phenomenon.

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Thu Aug 10, 2017 2:06 am

Ayko the thread title is the purpose of the game prior to it the project having a name and this thread is images of that game aside from a couple pics explaining a door that was mentioned so not sure what you find out of context or place.Cheers!.
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Tue Aug 15, 2017 8:37 am

Messing around with .gifs again,spent some time last week getting other models into the sunroom and updating the game engine. Hopefully back to modelling some other elements this week,looking at some reference images and finding out whats missing from the house and needs to be added.
Image
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

LoverKoalas23
Amityville Member
Posts: 40

Re: Spend the night in Amityville...

Post by LoverKoalas23 » Tue Aug 15, 2017 5:33 pm

Creepy as hell! I wonder how you gonna put gameplay in just one house.

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Sat Aug 19, 2017 6:41 am

Here's some of what I've been up to this week. I adjusted the master bathroom slightly to make it more accurate and pretty much remodelled the kitchen cabinet to make them a lot more accurate to the real house version. Also added new props to foyer,adjusted the entrance hall and added props as well as the baseboard vents. Lots of little things I'm noticing and changing / updating and just adding to it as I go now.

Image

Image

Image
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

User avatar
Amit Y Ville
Amityville Addict
Posts: 478

Re: Spend the night in Amityville...

Post by Amit Y Ville » Sat Aug 19, 2017 7:38 am

My fantasy would be to have a "walking sim" game with your graphics. Like Outlast. This would be awesome if set in Amityville scenarios. Mainly story driven but there could be parts where you have to hide in cupboards, being chased by shadows etc. I would donate to a kickstarter project to make it possible.
"Everything's sliding into place. Just ONE more sacrifice Lisa."

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Sun Aug 20, 2017 4:13 am

Amit Y Ville wrote:My fantasy would be to have a "walking sim" game with your graphics. Like Outlast. This would be awesome if set in Amityville scenarios. Mainly story driven but there could be parts where you have to hide in cupboards, being chased by shadows etc. I would donate to a kickstarter project to make it possible.
It's kind of a small scale Oulast / Gone Home / Resident Evil 6 /P.T that I have in mind (those are the most obvious comparisons I think to game-play I'd like).

Still undecided on the level of surreal-ness I plan to add in the later stage though when the player unlocks the 'red room'. It gives the opportunity to expand the game environment massively in any direction I want since it could be a literal 'gate to hell!' but I think I prefer horror that's more grounded. Outlast and Res evil 6 were more effective early on than when the got a bit more weird at the end stages.

Once the house models done I will have to start making decisions on the game-play more,the exploration mechanics are all in place e.g the walking sim parts,drawers / cupboards etc.
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

LoverKoalas23
Amityville Member
Posts: 40

Re: Spend the night in Amityville...

Post by LoverKoalas23 » Sun Aug 20, 2017 6:50 pm

Crash wrote:
Amit Y Ville wrote:My fantasy would be to have a "walking sim" game with your graphics. Like Outlast. This would be awesome if set in Amityville scenarios. Mainly story driven but there could be parts where you have to hide in cupboards, being chased by shadows etc. I would donate to a kickstarter project to make it possible.
It's kind of a small scale Oulast / Gone Home / Resident Evil 6 /P.T that I have in mind (those are the most obvious comparisons I think to game-play I'd like).

Still undecided on the level of surreal-ness I plan to add in the later stage though when the player unlocks the 'red room'. It gives the opportunity to expand the game environment massively in any direction I want since it could be a literal 'gate to hell!' but I think I prefer horror that's more grounded. Outlast and Res evil 6 were more effective early on than when the got a bit more weird at the end stages.

Once the house models done I will have to start making decisions on the game-play more,the exploration mechanics are all in place e.g the walking sim parts,drawers / cupboards etc.
So Outlast because of jumpscares, Gone Home because of exploration, Resident Evil because of zombies? Or maybe action?, and P.T because of ghosts and demons. So yeah I think those games are very similar to this one

horsysauce
Amityville Member
Posts: 85

Re: Spend the night in Amityville...

Post by horsysauce » Sun Aug 20, 2017 6:55 pm

Crash wrote:
Amit Y Ville wrote:My fantasy would be to have a "walking sim" game with your graphics. Like Outlast. This would be awesome if set in Amityville scenarios. Mainly story driven but there could be parts where you have to hide in cupboards, being chased by shadows etc. I would donate to a kickstarter project to make it possible.
It's kind of a small scale Oulast / Gone Home / Resident Evil 6 /P.T that I have in mind (those are the most obvious comparisons I think to game-play I'd like).

Still undecided on the level of surreal-ness I plan to add in the later stage though when the player unlocks the 'red room'. It gives the opportunity to expand the game environment massively in any direction I want since it could be a literal 'gate to hell!' but I think I prefer horror that's more grounded. Outlast and Res evil 6 were more effective early on than when the got a bit more weird at the end stages.

Once the house models done I will have to start making decisions on the game-play more,the exploration mechanics are all in place e.g the walking sim parts,drawers / cupboards etc.
Great graphics but you are aware that is based on utter nonsense?

User avatar
Amit Y Ville
Amityville Addict
Posts: 478

Re: Spend the night in Amityville...

Post by Amit Y Ville » Mon Aug 21, 2017 1:54 pm

Does it matter? Amityville Horror is at least a great and terrifying story.
"Everything's sliding into place. Just ONE more sacrifice Lisa."

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Mon Aug 21, 2017 3:01 pm

horsysauce wrote:
LoverKoalas23 wrote:So Outlast because of jumpscares, Gone Home because of exploration, Resident Evil because of zombies? Or maybe action?, and P.T because of ghosts and demons. So yeah I think those games are very similar to this one
Rez evil 7 I meant,more the style,depth of those games as opposed to say a slender clone or one of those collect things get chased games that flood Steam.
Amit Y Ville wrote:Does it matter? Amityville Horror is at least a great and terrifying story.
Exactly.Plus it will be the most accurate depiction in terms of environment there has been of Amityville.
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Fri Aug 25, 2017 10:17 pm

Been a good weeks progress on the project,lots of new props going in and lots of new mechanics being worked on (including a t.v).


Image
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

LoverKoalas23
Amityville Member
Posts: 40

Re: Spend the night in Amityville...

Post by LoverKoalas23 » Sat Aug 26, 2017 11:14 am

Crash wrote:Been a good weeks progress on the project,lots of new props going in and lots of new mechanics being worked on (including a t.v).
It would be cool like, you are searching upstairs and the tv turns on. That would be very creepy!

User avatar
quotestheraven
Amityville Addict
Posts: 537

Re: Spend the night in Amityville...

Post by quotestheraven » Tue Aug 29, 2017 4:29 am

What are you going to do with this model when it's finished?
[img]http://usera.imagecave.com/ravensez/Page-1.jpg[/img]

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Tue Aug 29, 2017 7:10 am

quotestheraven wrote:What are you going to do with this model when it's finished?
I'm making a game,the shots are from the engine UE4 and aim to release on Steam.
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Sun Sep 03, 2017 12:41 pm

Last week was working on getting some of the basement wash room done,added washer/dryers and the fridge plus some smaller stuff. Re-did the baseboard vent's throughout the basement also and the stair curtains.

Image
Image
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

LoverKoalas23
Amityville Member
Posts: 40

Re: Spend the night in Amityville...

Post by LoverKoalas23 » Sat Sep 09, 2017 12:48 pm

Stair curtains? By the way models look amazing! It just feel the 70's

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Sat Sep 09, 2017 2:08 pm

LoverKoalas23 wrote: Stair curtains? By the way models look amazing! It just feel the 70's

Yeah I noticed the curtains in this blurry photo of the night the Warren's were in the house.This is the 1st floor large window.
Development's going to be slow for the next month or so due to work sadly so not much updates.

Image
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

User avatar
Crash
Amityville Addict
Posts: 149

Re: Spend the night in Amityville...

Post by Crash » Sat Sep 09, 2017 6:05 pm

I do have one small update I forgot about,I re-did the kitchen carpet to be accurate and added some new object (toaster oven,jars,bowls etc. Just need to add a spice rack on the wall to really finish off the room.
Image

Image
Amityville '76 game development - https://www.facebook.com/AmityvilleGame/

LoverKoalas23
Amityville Member
Posts: 40

Re: Spend the night in Amityville...

Post by LoverKoalas23 » Sat Sep 09, 2017 8:05 pm

Crash wrote:
LoverKoalas23 wrote: Stair curtains? By the way models look amazing! It just feel the 70's

Yeah I noticed the curtains in this blurry photo of the night the Warren's were in the house.This is the 1st floor large window.
Development's going to be slow for the next month or so due to work sadly so not much updates.

Image
Whoa that's a creepy photo xD, do you have a photo or a plan for make the curtains?

Post Reply