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What is the secret formula for scaring someone [No cheap scares!]
Bas Offline
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#41
RE: What is the secret formula for scaring someone [No cheap scares!]

(05-11-2012, 01:10 AM)Juby Wrote:
(05-11-2012, 12:37 AM)JenniferOrange Wrote:
I believe this is the formula:

[Image: 6403f94bed6502d6b02e59d2add1dc0d.png]
With [Image: 4297971aea2d28d336bcfba8a42fe4bc.png]=6.022 141 79(30)×1023 mol−1

+1 To the first one who knows what formula this is actually for.

Or you may have to run checks like so:

if(ScaredByGhosts) SpawnGhosts(2, "Player", 0, 10, 0);
if(ScaredByBees) SpawnHornets(753, "Player", RandInt(1,10), 0, 0);
if(ScaredOfNothing) DevelopFear(RandFear());
etc,
Avogadro constant
close enough?
06-30-2012, 08:27 AM
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ZyLogicX Offline
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#42
RE: What is the secret formula for scaring someone [No cheap scares!]

If developers can't scare players anymore, I think we should focus on perfecting level design.

Beyond the Mountains of Madness [15%]
This forum is dying.
07-03-2012, 04:27 PM
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F4D1NG 3CH03S Offline
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#43
RE: What is the secret formula for scaring someone [No cheap scares!]

well there are actual notes on making people more ready for scaring Big Grin
1. create a sound or music that has things people know but DONT finish what they expect, this makes them think something is wrong, subconsioulsy, and makes them tense.
2. have light EVERYWHERE then suddenly go into darkness and have nothing happen, this makes people think that nothing is going to happen and helps.
3. dont actually have very many things going on so people wont notice something coming up on them, this really helps because it makes you less active, brain wise and when something happens it will cause the brain to be more active, therefore making the blood pump faster and scaring more easy.
4. dont make things happen when you pick something up, do it about 2-5 minuites later, because this reduces tenseness, and when it does happen they will be less expectant.
Big Grin theres a list of alot
(This post was last modified: 08-07-2012, 11:04 PM by F4D1NG 3CH03S.)
08-07-2012, 11:00 PM
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