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I believe that there also seems to be something else to the lantern.
Spoiler below!
It seems to flicker when enemies are nearby, but that might just be an incorrect observation.
(09-03-2013, 10:33 PM)Potato Wrote: [ -> ]I believe that there also seems to be something else to the lantern.
Spoiler below!
It seems to flicker when enemies are nearby, but that might just be an incorrect observation.

Spoiler below!
All lights seem to flicker when enemies are nearby. Not an incorrect observation.
Haha, similar to the Silent Hill Radio static technique? I think that would make for an interesting mechanic actually, as long as it doesn't hinder gameplay. (if there's more off than on, there's a problem)
Huh...that makes sense.

It'd be a smidge disappointing/awesome not having to conserve oil.
(09-03-2013, 10:59 PM)Nuits Grace Wrote: [ -> ]Huh...that makes sense.

It'd be a smidge disappointing/awesome not having to conserve oil.

The whole removal of the inventory will be a bit disorienting at first. In TDD I was always on the look out for key items, tinderboxes and oil, now it is going to be quite strange that the only things we can collect are notes, though it does encourage more progress as there is less to worry about.
(09-03-2013, 10:33 PM)Potato Wrote: [ -> ]I believe that there also seems to be something else to the lantern.
Spoiler below!
It seems to flicker when enemies are nearby, but that might just be an incorrect observation.

I posted that somewhere in the thread saying that they flicker, all the lights has their HP's the candles will flicker for some seconds and then just turn themselves off, the middle ones will flicker but still be working, The big ones however will also break, (if the enemy is chasing you) Street lamps will break fast, your lantern will not break i will mostly flash until you stop looking at them, other than that every enemy in the game seems to hate light.
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