How are horror games organised?

I’ve been wanting to create a horror game for a while now, a story driven one, but I’m pretty rubbish at scripting. I’ve always wondered on how they are organised and scripted. At first I thought maybe creating part touch triggers, but I feel like that would get messy and hard to organise.

To give an example, say if the bottom text says “lock the doors” and then says “go to sleep”, how would you keep track of where the player is, and how far they are in the game.

Basically I’m wondering whats the standard for structuring these games.

I hope this at least kinda makes sense,
I’m a amatuer scripter and would appreciate the advice from professionals, thanks

3 Likes

I personally create the part of the story where the player is at using a StringValue, usually kept somewhere in the players gui. Id do something like, if the player has just grabbed a flashlight, changing the strings value to say “Grabbed Flashlight” and then checking in the script what the value is(sort of like a chapter name i guess)
for instance

if StringValue.Value == "grabbed key" then
      Door.CanCollide = false
end

this can later be changed to add more elseif statements like if the player has defeated the enemy, or if theyve walked past a jumpscare. I personally think this is an easy way to keep track of where the player is. But, there’s probably other better ways to do it depending on what you like. You’ll figure out what works for you as you code more often

5 Likes
1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.