Survival Horror being my favourite genre, I'm liking this a lot.
The camera angles are very good except perhaps the 2nd one imo.
In the 2nd angle the camera is on the ground, aiming up (sorry I forgot the technical terms for camera angles, the ones used in cinema... I used to know them but oh well..).
If you think about it this kind of angle is hardly ever used in SH games except when it is to show something special, unusual. There is a reason for that: with such an angle the character will look bigger than it really is and therefore stronger.
Most of the times it's the opposite kind of camera angles which are used: the camera is near the ceiling, aiming down, making the character look smaller, weaker.
That's why I would suggest to either:
- change that angle like I mentioned
- make it so that it shows something special, unusual. Perhaps it could be blood stains or a corpse on the ground just in front of the camera, or perhaps the first time you see that angle there is a zombie (or perhaps even the first zombie ever in the game) walking in front of it. This way you would only see his legs at first which would be really creepy.
A few other recommendations if you don't mind:
-What about removing all the usual stats at the lower part of the screen altogether, and putting them in a separate menu like in most survival horror games? I would also recommend a menu like in Resident Evil: Outbreak, that is to say something semi-transparent that you see while still seeing the game screen, and which does not pause the game when going through it.
-Footsteps. LOUD footseps. Perhaps even more sound effects altogether (although the video is too short to tell if you've used a lot of sounds or not). I have also noticed that while being very good and moody, the music is too low in volume compared to the sound of the gun. I know this can be easily fixed in the options of the game but please make it default so that the music is actually higher in volume.
-Use another character sprite. The point of SH games is to feel weak. With a character like that we are being reminded of how badass we are when playing Doom. I don't think it fits at all.
-Are there puzzles or at least item puzzles?
As a Survival Horror fan and connaisseur, and as Duke3D fan as well, I would really love to contribute in any way I can. To prove you how much survival horror means to me I can tell you that I've been playing on a livestream dedicated to survival horror games (and horror games in general) since late march with a few other people. With some of these people we are even creating a site for survival horror games at the moment.
If you need somebody I would gladly betatest, for exemple.
I have another HUGE mapping project going on at the moment, but perhaps I could even help you on this side if you need anybody. I have even already made a few sectors in the same style (big mansion, using duke's original textures, etc). It's very small though and HEAVILY inspired by the mansion of RE1 (this was just done for fun on a spare time).
Just take it as an exemple of what I'm able to do in this style, not as something use-able:
http://i101.photobuc...in3/faggot3.jpg
http://i101.photobucket.com/albums/m51/Cor...3/CORRIDOR2.jpg
http://i101.photobucket.com/albums/m51/Cor...n3/CORRIDOR.jpg
edit:
I just realized 2 other things when rewatching the video:
- at 10 seconds, the zombie is biting the player, however he seems rather far from being able to do so...
- at 48 seconds, it looks like the player is able to aim up/down. Considering the controls and the perspective, I think it's pointless and can just end up being confusing. Plus, it looks kind of awkward since you can actually see that the sprite doesn't actually move his arms to aim in other directions.
I'd recommend to get rid of it. (while it is hard coded, you can just turn mouse aiming off by default and remove the use of "U" key manually, as well any other key linked to aiming up/down. Any player will be able to set them back again if he wants to though).