Granger wrote:...I'm sure you could come up with more an better (=worse for the player) stuff.
Worse? It's easy: fear (the character is out of control) and panic (the player runs uncontrollably).
Granger wrote:...I'm sure you could come up with more an better (=worse for the player) stuff.
2d0x wrote:Granger wrote:...I'm sure you could come up with more an better (=worse for the player) stuff.
Worse? It's easy: fear (the character is out of control) and panic (the player runs uncontrollably).
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
Ysh wrote:2d0x wrote:Granger wrote:...I'm sure you could come up with more an better (=worse for the player) stuff.
Worse? It's easy: fear (the character is out of control) and panic (the player runs uncontrollably).
Then when poor nab wander into cave to see what is hole in earth, he will panic and run deeper into cave and become trap. Surely you must think of this nab.
2d0x wrote:Panic, and then endless fear %Е Oh, if a player is saved (by someone?), then nightmares must follow him (self-generated Nidbanes)! And permanent claustrophobia, of course.
MagicManICT wrote:What is this, Call of C'thulu?
Granger wrote:I would settle with stumbling + faceplant + concussion, plus the inability to interact with unlit parts of the world (with animals still wanting to eat them).
Should be plenty enough motivatation for players to have light.
blinx wrote:I would suggest: Forcing walk or crawl speed when not in a lit area, at least underground. One can move safely in complete or near-complete darkness, but not quickly.
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