Sorry for late reply, I totally missed/didn't see your comment.
Thank you so much, it means a lot to hear that you see this project as being high quality! :D
This project uses HDRP (High Definition Rendering Pipeline) which is GPU intensive, so it relies on the graphic card a lot more than CPU as far as I understood. I opened the project on my laptop and it barely runs at 2FPS regardless of where I am but that's because my laptop uses OpenGLES3. I recreated/remade the cube interior and exterior a month ago, but even though it's just one single room with nothing else rendered, it lagged. I'm not sure what's causing performance problems because even if I disable shadows and effects, it still lags. It could be something to do with the HDRP version I'm using so I'm hoping new releases will help with performance.
The new version will not happen anytime soon as my computer stopped functioning properly due to being 1-2 decades old and having really bad components+wires. Luckily, I was able to get employed irl and I can hopefully look forward to getting a new PC some day if all goes well. Same goes for implementing VR as I'll be able to get the necessary equipment... however, that also means I won't have as much time to give to my projects. (as no one is working on this project except me)
The new update has a sound activated trap, a proper functioning one (you can see it in the devlog video I made). I do have *something* in store for the other type(s) of traps, but we will see how it goes.
The shirt in the current version does not have a function except a nod/reference to the movie. In the new version, it will have a few functions based on who you are.
Recent community posts
Sorry for late reply, I totally missed/didn't see your comment.
Hey! That is supposed to be for the ladder; in order to go through the doors/vents, you need to get on a ladder and then click on the vent opening.
Hey thank you for your interest but I can't give/share the source code to anyone because I'm planning on continuing this project when I have more time... and also because the code is a bit messy and wouldn't work out-of-the-box.
Best of luck to you on your project though! :)
Thank you! It means a lot to hear that people enjoyed the demo (despite the bugs) and I'll do my best to try and finish this project.
As mentioned in the reply to a user BANAИA, the bug you're experiencing is a known bug but I was unable to figure out *why* it's happening. All the variables seem fine, but somewhere something code-wise doesn't happen and it messes everything up. (and the worst part is: it's random, so it's hard to track it)
The good news is that this bug is gone because I rewrote the entire project from scratch so that it no longer depends on UFPS. (UFPS is an asset I used that handles all the camera animations because they're all code-related and dynamic... however, UFPS caused a lot of problems with things like climbing ladders, climbing into vents, detecting traps, etc... so I took it out and replaced it with basic animations which may not be as cool looking, but will work for now)
As for different Cube layouts, I think that would be pretty baller, but if I'm ever going to add it- it's gonna be the last thing I'll add. (all the traps, which I now have to make from scratch, are all made with the current cube's geometry in mind. If I make different layouts, I'll have to re-make the traps to fit every and each of those layouts. That will take a lot of time, so I'll probably save it for when I finish everything else)
Hey thank you! I appreciate hearing that greatly! :D
That's a known but weirdly undiagnosable bug that happens at random. Basically: when you're grabbing onto items then all other detections (like grabbing onto ladders) will be disabled so that you don't grab onto ladders twice. For some reason, something doesn't re-enable that detection.
I have been working on a new polished version which strips the project of UFPS (code responsible for camera movement and animations... and it caused a lot of problems too) so that problem is gone, but it will take a long time until the new version is done as I intend it to have a different logic and hopefully a way out. If I'm lucky and have the time, it may have something else as well.
Sorry for late reply (I'm away from home)
Haha I don't mind long messages and I try to read/reply to all. :D
I'm flattered that Terminus evoked the same/similar emotion that the OG SH and RE gave (that's the biggest compliment I could get, so thank you) and I hope I'll be able to make a proper full game out of Terminus that will do the same. While we have a plan for Terminus, we don't have anything yet because we're currently taking a break from it. I sort of did make a concept for the beginning in my spare time but that's about it because I'm focusing on other projects I can finish a lot sooner (and that don't need as much work) so I'm just putting it out there that it may take a long long long time until Terminus is done and I hope people (and You) won't mind.
Hey thank You so much Lilith! It means a lot to hear that, I'm glad you enjoyed the demo and the project. I'll do my best with the final version and try not to disappoint. :D
And thank you for the offer, I'd definitely like to add Spanish as a possible language option. Right now the project is taking a hiatus a little bit but when we need Spanish localization, we'll keep you in consideration. Cheers!
Hmmm that's odd then. Thank you for letting me know, I'll keep it in mind when I get back to Transmute. Have a great day man! :D
Hey thank you for playing and I'm glad you liked the atmosphere!
The controller issue is something my colleague discovered when I was making the last update for Terminus. I don't have a controller (but I plan on getting one soon hopefully) but a friend told me that Start/Select do not work.
The reason is: the plugin we use for controllers had an update, and that update somehow broke Start/Select detection. Since I couldn't properly test it, for Terminus I reverted back to the old version of the plugin. When I get myself a controller, I'll try to fix it. (because right now doing it blindly will be too time consuming)
Yeah, some camera angles do have areas where you can get out of the screen but it should lead you to another camera angle eventually. The one problematic one I can think of is the one near a pushable box. If there's a box in the way, you'll get stuck on it without knowing because the camera angle wouldn't switch. If that's the one you're talking about, I'll try to fix it if there'll be an update.
Hmmm did you pause or go into menus often? Timers should stop when you're inside the main menu, maps or pickup screens. As for not getting discovered: the eye-icon needs to turn red in order to count that as being discovered (and you also probably need to be in enemy view, not sure) so if you've never gotten to the point of aggro-ing the enemy fully, then the game doesn't consider that as being discovered. :)
Thank you and no worries, the 2nd unlockable is daytime mode (where the entire game is lit and you don't have the lamp in your inventory). I'm glad you liked it despite some bugs and issues. :D
Thank you very much for the kind words and your offer to help! It means a lot to hear that :)
We'll be doing side projects in hopes it'll help support Terminus while in the background we'll be slowly piecing together stuff for Terminus, but it will take some time.
I hope you'll enjoy Transmute :D
Hey! Go to the Options, then go to Extras. While you're there, press L1+R1 (on PC it should be Q+E) and you'll be taken to Hidden Extras. Most stuff is locked but you can unlock all of it if you get a good enough score at the end of the demo. :)
Oh and to make the shoulder view work, you need to hold the "look" button. (I think that's L2 on gamepad, on PC it's Alt)
Sorry to hear that you don't like the pitfall mechanic, luckily for you the game already has a way of getting rid of them: switch to easy action difficulty; but if you want to play on your current difficulty without the pitfalls, you can use a cheat that disables them. :)
Hey thank you, I'm glad you liked it! :D
(spoilers for those who didn't see the movie)
Here's the thing: in the movie there's a space between the cube and outter shell to prevent people from simply reaching the exit. In order to get out, they need to find a room that will act as a bridge between the cube and outter shell (that room should have the coordinates of 27). This is not added in the game, the code does not support it yet. (technically I could hardcode it in some way but there would be no logic to it except being random on whether the room will be a bridge or not. The game wouldn't be beatable with 17,000 rooms)
I'll have to redo most of the project to make it work, but that will take a long time since I'm prioritizing other simpler projects. I hope you won't mind.
Oooh, my bad. I prefer to not share my projects, sorry. (I shared my projects in the past and I didn't really like what people did with them, so...)
I'm sure Unity/UnityHub has example projects you can mess around with though.
Heyo! Unity engine is free to use (the standard edition, which has almost all the benefits that Pro version offers) so you're *free* to get it from their website whenever. :D
You'd first have to get yourself UnityHub and through UnityHub you can download the latest version(s) you plan on using. After that is done, you create an empty project, select if you want it to be a 2D or 3D project and violá. Good luck.
Thank you very much, it means a lot to hear that and I'll do my best with the full version if we get to it. I'm glad (and hope) you enjoyed the demo despite the pitfalls killing the fun.
Yes, I see some people expressing their dislike towards the pitfall mechanic but it is something I intend to have in the game. However, if you're falling in the pitfalls by yourself, that's an easy fix: When you enter the falling animation (when you step into the abyss) then don't press any buttons until the player brings himself back on his two feet. If you're falling by just triggering it yourself, then you must have pressed a forward/backwards button which will cause the player to fall fully into the abyss. (which gives you a game over) The player won't fall if you just stepped into the pitfall, he will fall if you push forward/backwards button while he's trying get himself back up OR if the enemy attacks you while he's trying to get back up. Normal action difficulty adds a buffer between the next pitfall trigger, so that you don't constantly walk into them. On Hard action difficulty, there is no buffer and you can trigger the pitfalls all the time anytime.
I can agree that the camera is a little bit up-close and personal but that's because by default the camera is zoomed in so that the screen is flattened; and I can't move it away in some rooms due to physics/clipping. You can open the debug command and change the "field of view" yourself (I think the command is SetCameraFOV X where the X is a number from 30 to 120) but you will see that the more you zoom out, the more fisheye'd the game will look (hence why I used the default FOV). Also, there are times where the FOV will reset/change due to some c i n e m a t i c c a m e r a t h i n g y stuff, so... If you use the custom FOV, you'll have to enter the command again.
Sorry for a wordy reply. There's a small update planned (mainly the corrected Polish translation) but if you want, I can add a debug command that disables the pitfall mechanic for all difficulties... but at the cost of handicapping the rank/score entirely. Let me know. I hope you enjoy the rest of the demo and good luck with other riddle difficulties if you're planning on trying them out. (SB Gamers streamed the hard riddle difficulty which contains the explanations for the puzzles, so if you're stuck- you can use it as a walkthrough) Have a great rest of the day and happy new year! :D
P.S: Your English is perfect so don't worry about it lol. Cheers
Hey thank you! I can confirm that XInput gamepads should work correctly but I can't guarantee all models will function the same. I tested the game with Xbox controller and my colleague tested with PS4 controller (with the help of a plugin iirc) because DirectInput has some compatibility issues. (I have one of those bluetooth gamepads that are meant to be used with android devices, and it doesn't get recognized by the game)
At the moment there isn't a way to customize buttons except changing Types, but it doesn't affect things like movement and look. I'd like to make a customizable controls for sure, definitely for the full game. Sorry I can't help much but have you tried using any PS controller plugins?
Happy new year everyone! If anyone is interested in what content there is in hard riddle mode or if you need a walkthrough, you can join a stream on January 2nd. (unless it gets delayed) The streamer will be doing it mostly blind with me giving hints as we progress/go along; that way users who want to figure out some stuff themselves, they won't get spoiled.
Congratz on figuring out the puzzle.
You're about to face another puzzle but that one won't require outside knowledge... still, it will be very cryptic; Imagine piano puzzle v2.0 from SH1. I'm aware that this riddle difficulty will be unfriendly for players that don't know these specific methods/riddles but I still want this difficulty to contain riddles which require thinking outside the box. (meaning: hints are in the game but the solution requires outside knowledge or looking it up on the net if there's no one who shared their knowledge) Also that polybius cypher is called smitty tap code, and the name for it is in room 24.(or whichever room with the plush it is)
I appreciate your input and criticism. I will take it into account when/if making riddles for the full game. I am aware that not everyone will agree or like it, but this is how I'd like to make this game. (and if it's too difficult for players, the option to change difficulty levels will always be there; albeit with less extra content on easier difficulties)
Thank you for your input. Sorry you're not liking the design choices. The camera is zoomed in for a few reasons but there is a debug command to zoom out; You're free to use it, but there are times where it'll reset so you'll have to input it again sometimes. The pitfalls are disabled on Easy action difficulty if they make the game annoying, as well as make enemies not KO you that fast.
As for the hard riddle, you misunderstood: cryptology is a study that deals with decrypting/solving codes, and the two hints the hard riddle gives you are SUPER important. The game gives you two massive hints on what method you need to look for (you're absolutely free to use google for this one). The hard riddle is meant to be like some puzzles in Siren with the intent of people sharing their solutions/hints/ideas online. They don't have to, but it's welcome.
Those 3 little messages tell you which hand to use and where, you just need to decode the message. People who are familiar with the method should recognize it after at least one of the hints. (one literally spells out the name of the method) I'm sorry if you don't agree with it. The player who started hard riddle mode will finish it some time soon, so if you're still interested you can check it out later. I'll post a link here a day before the stream so that whoever wants to see what hard riddle is like, they can know in advance. Merry Christmas (if you celebrate) and have a good one.
Thanks and if the full game is made, I definitely would like to port it to consoles... however I don't think it's possible to port to Dreamcast and PSX. Even if conversion is possible, I think the game isn't optimized enough despite the PS1 graphics.
Oh, we're 100% having an intro (we already have a mini plan for it) but at the moment we barely have any skill in 3D modelling so we are leaving it for the full version. :)
Thank you for the offer! This was the first time I ever added a working multilanguage system; I'll consider your offer in the future since adding another language should be easy. :)
Thank you so so much :D I'm happy this project brought back good memories and that you enjoyed it, means a lot to hear that!
I would like to make a full game out of this for sure, though it'll take a lot of time. Won't make any promises this early but I'll do my best when I return back to this project. Thank you once again and have a good one. Cheers!
Hey thank you so much! It means a lot to hear that and I'm glad you like it so far! :D
I appreciate the offer, at the moment the project is on hold and I'm taking a break from Cube; The entire code will need to be rewritten so it'll take a while until a new version gets uploaded. Cheers!
Hey thank you very much! I appreciate it and I'm glad you had fun despite the issues you encountered. :D
1) The camera is meant to be a little bit claustrophobic at times (and that sometimes the enemies are hidden, only their presence told by your radio if you have it turned on) but sometimes it helps if you hold the "look" button (I think it's L2 on a PS controller). If the camera is in free-roam mode then it'll move itself behind the player. Otherwise it'll only look ahead. If you aim at an enemy and hold the look button, the camera will focus/follow the target.
2) Yes, hard riddle mode is meant to be hard. There are 2 big hints laid out on how to do the clock puzzle but the method requires some knowledge in cryptology (you are free to use google for help on this puzzle). And yes, the numbers on the notes are the solution, they tell you the time and the clock hand. A colleague has streamed on hard riddle mode and I left some directions there; He'll stream a complete walkthrough on hard riddle in case people need a guide (and you'll see what extra content there is on hard riddle). The normal riddle difficulty is kinda like the piano puzzle from SH1 where you have to correlate the position of the ornament with the number on the drawing. (kind of how you had to correlate the position and color of the birds to the piano keys)
Thank you again, I'll do my best when I come back to the project. (we are currently on a break away from game dev, if it's not a problem)
Daww thank you so much man, much appreciated! :D
I saw your video yesterday and I'm glad you enjoyed it. Loved the video btw and the other 2 games look super neat! It's amazing to see how much influence Silent Hill has on the gaming world.
I grew up with the first SH so emulating the aesthetic of a PS1 was the main goal for me. You're free to finish it since it's a demo (and the full version is still far far away) so I hope you enjoy it. I hope you don't mind the higher difficulty (it was intended, like the old survival horror) but the new version is a liiitle bit more forgiving on normal (and has a bit more content). Cheers!
Thank you very much! I kinda like the "platforming difficulty" idea but for now I'm keeping it in action difficulty. If you have a big issue with pitfalls in-game, switch to Easy action difficulty and the pitfalls will be disabled. You won't miss out on any content (unlike riddle difficulty) and there's no shame in playing on easy difficulty especially if you only want to beat it and move on; That's why the difficulty options are there.
If you still plan on playing with the normal/hard action difficulty, then if you trigger a pitfall- don't press any buttons and let the player bring himself back up. If you press the forward/backwards button while the player is about to fall, you'll push him to his death (just like SH3). The mechanic was improved in v0.1.4 so that on Normal difficulty, if you trigger a pitfall and don't fall, you have 1-2 seconds invincibility from the pitfall triggers. (a user suggested that on the server so I implemented the 1-2 second invulnerability)
If it's the enemies that give you issues because they push you into holes, then you'll just have to avoid the holes as best as you can. If you're going into combat, keep track of where the pitfalls are and move to the spot with the least amount of danger. I hope this info helps and good luck. :)
I couldn't decide whether to have it on or off by default, so for now I decided to have it off. Maybe for the full version I'll have it enabled by default, but I'm still not sure about that. I'll think about it.
Pixelization is disabled by default, you'll notice all the effect changes when you toggle between them. The v0.1.3 version tells the players in-game that they can do that from options>extras.
Any time! :)
Playing the game on mobile with a gamepad makes the most sense since this project is joystick oriented but I think I'll be required to add a touchpad control as well for the android/iOS port which... considering the difficulty of this game, might not work as well. The only paid android game I played was Final Fantasy 3, so I don't have much knowledge on what kind of games populate the android/iOS hemisphere. Have a nice day as well!
Aye, I know the feeling. I hope things change for the better on your end.
Any time, thank You for your patience and info as well. I learned a lot about Linux this week. I'll do my best with the development and thank you for the kind words. Take care!
Hey, sorry for late reply and ask away:
1) Don't wanna get anyone's hopes up, but it will take a long time. We're a team of two and we don't get to work full time on the project. We are currently taking a break (I'm still doing a small update to the demo) and we're jumping between other projects, but we will come back to Terminus eventually. 1-2 weeks ago I had to recreate the entire demo because windows update corrupted my files, so I'm not very energetic to work on Terminus. I hope you and everyone else understands.
2) We plan on adding a story demo, but it'll require a lot of work as well as updating the motel section. The story mode won't be anything big, just something to set the scene.
3) We're pretty much keeping the SH style with our own twist. The full version will have more effort put into textures. The ones in the demo are just enough to test out the whole thing (with Crocotile, affine textures and lighting)
4) To be honest, we're not sure. We thought the demo will take at least 15 minutes but for some people it's more than 40 minutes lol. We're hoping to make it at least an hour or two long, maybe longer for hard riddle difficulty since on that difficulty there's more levels to explore. (at least in the demo)
I can't say for sure but I prefer keeping expectations minimal.
5) I think it depends on the development and workforce. We don't know how much the project will be worth when it's finished so I don't wanna accidentally throw around random numbers.
6) We'd love to have it on consoles, but I don't think we can afford it. I think Xbox license is cheaper and there's less hoops to jump through in order to get it... whereas Sony is very strict with licenses/ports. I dunno if Terminus would be comfy enough to play on a phone but if there's enough demand, might as well consider(?)
and the Vita is dead lol
I hope this answers your questions and if I got something wrong, ADC will correct me and/or probably reply with his own info. Cheers! :)
Hey thank you so much for the info but we have some bad news: the log says you're using OpenGL 1.4 while the lowest compatible version for Unity is OpenGL 3.2 and up. There is no way for us to lower the compatibility, at least not to the version you currently have... which kinda blows because we were hoping to have the game run on old hardware but it seems it at least needs OpenGL 3.2+. There doesn't seem to be a workaround except upgrading. I'm really sorry but I hope there's a way you can update your OpenGL without the need of a graphic card.
Damn, so I guess it won't be that easy to resolve the issue.
The strength of your device shouldn't be a problem because not even the launcher starts on your end. Not even the splash screen shows up, which means something cancels the application before any resources are even loaded. There is probably something specific preventing the game to start because I had a Linux user test it out on their Xubuntu couple hours ago and it worked on their end (at least the launcher and main menu loaded). :/
Can you tell us what version of Debian you're using specifically? We used the newest 10.6 amd64 that we found on their website. Are all drivers up-to-date? If everything is up-to-date, do other unity Linux games work on your device without any extra configuration?
Lastly, could you send us a crash log here if there is one? It might tell us what's up if it ran into a problem. It should be located under home/.config/unity3D/Hades Production/Terminus/Player.log
Update to my previous message: My friend and I both set up Debian with KDE and it works on our end with 3D acceleration disabled. (with a few transparency/camera issues here and there)
We also attempted to disable Vulkan support but it didn't fix the issue. I'm sorry, I think this could be a component related issue but I'm not 100% sure. As a last resort, you could try and run the game with -force-opengl command line if it helps.
No prob! Thank you for your patience.
My friend and I set up a virtual machine (mine is Debian with KDE while my friend uses linux mint iirc). I tried out Terminus and the launcher opens correctly (where you can chose the resolution, framerate, achievements, etc) but when I click "play" then it hangs on a black screen... however I found out that virtual machines aren't for playing games unless you have good specs (and my PC is old enough to drink in the US) so if the launcher doesn't appear on your end then we may have a possible solution.
My friend tried a working project yesterday and it didn't run on his end (it starts and instantly closes the game) which might mean it's a graphic API issue. Game is trying to play in Vulkan API (which my gfx supports) instead of OpenGL; if that's the case then it shouldn't be hard to fix the issue but we are still testing stuff out so I hope you won't mind if it takes longer. Cheers!
Hey I'm really sorry Linux version doesn't work on your end. We don't have a legit linux device so we don't have a way of testing the ports. Someone said the linux version works on their device so I'm not sure what exactly makes it incompatible to other devices. I might try and set up a virtual machine (which I've never done before) with a Linux OS, or any way I can test the linux version myself. If I find a fix, I'll let you know.
Thank you so much man, it means a lot to hear that! :D
Yeah water-related levels in games are usually different, even though SH1's sewer levels are a bit linear, I still like them. (they probably wanted to make something a little different compared to the school or hospital)
I'll do my best when it comes to the full version but it'll take a while for it to happen. My friend and I who made the demo are currently recharging our batteries but will come back to the project eventually.
Thank you for the offer, we really appreciate it but keep it; You may need it, considering what the world is going through at the moment. Cheers!
I'm glad you liked the demo and thank you very much for the offer. For now, there is no need to donate or contribute in any way. Cheers! :D