Full notes
Full ScareZone: Haunted Attraction Tycoon update
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What changed
- Maps
- UI and audio
ScareZone: Haunted Attraction Tycoon changes
What’s up, nerds?
Pulling a bit of an all-nighter this evening as we prepare for the Spooky Empire convention (Fri-Sun: Hallway Booth - H5, say hi if you’re here) - this will be our first time revealing our game concept to the broader Halloween community and in our hometown of Orlando. Exciting times.
I’ve got a great group of veteran scare actors who are helping with the booth, and we will be recording motion capture footage of cosplayers and attendees giving us their best SCARE. These performances will be used to power in-game character animations via Marionette software. I’m thrilled to be bringing this level of simulation into the game.
On the Dev Side - here’s what’s been happening:
Stage Lighting - attach lights to the truss system, then aim at your prop, scene, or scare
We have FOG - low-lying, room-fill - reacts nicely with lighting. Haven’t nailed down outdoor fog yet, thats proving trickier
3D Positional Audio - place speakers with triggered or looping audio
Show Control - add triggers to the guest path to trigger actors, audio, lighting, and more
We should have more news to share in the next few weeks. Until then, stay spooky. -Thoosie
Source
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