Hey, checkout this playlist ( ruclips.net/p/PLUUXnYtS5hcX5Bq3WRCnkI-p2PW6PBulP ) for learning unreal behavior trees (if you didn't find it already). This playlist helped me to understand behavior trees better. BTW, awesome job, keep up the good work.👍
ok hear me out, i think you should make Charles adjust and adapt to attack patterns. if you always use the rocket lancher, he will dodge left to right. if you always use the machine gun he will try to get ahead of the train or at least to the side. kinda like the Elites in Halo CE were actually smart and had complex attack patterns. might take a while but it will be cool
Maybe not have it always try to attack you every 5-10 min. Instead, make Charles have a detection bubble. If you are in it's range (a large range) during the time it activates, then he will try to seek you out. Otherwise, he won't and will continue to roam freely. This way the attacks feel more random and sporadic thus giving more of a fright. The worst part of horror games is having a scary enemy not be scary anymore because you see it 24/7
I think an expression change when Charles spots you would be scary. Imagine you see some monster searching around for you, it looks kinda bored or neutral. Then it sees you and it grins.
That would make a good cut scene for the first encounter, you casually are walking through the forest and then you see Charles slowly walk out in front of you, with his grin getting bigger and bigger.
Idea: you can find ‘husks’ around the map, like dead versions of Charles, but they could still move when you try to loot them and alert Charles, or Charles could disguise himself as a husk to lure you closer
I think adding an animal or something occasionally to the track when Charles is not chasing would be cool, like to force you to use the horn and run the risk of alerting Charles or just tanking the hit.
@@misenthropic that’s kinda the point, like the game BIGFOOT, when you’re walking around lightning will strike around and attract Bigfoot or random phone calls.
I think there should be moments where Charles' spider legs retract and he runs on the track like a normal train. You could have things like him ramming the players train or even acting as a form of camouflage for like...an abandoned train yard or something.
I can imagine thinking "It's quiet... too quiet..." right before a demonic train horn screeches out from the darkness and Charles' headlamp illuminates the fact that i now need to change pants.
@@mickeyalcala9524 Yup, that's what I meant with the train yard example. A dark rickety scrapyard, filled with rusted warehouses, decommissioned locomotives, and creaking industrial equipment. When you think your safe, the next thing you hear is one of those "decommissioned locomotives" letting out a distorted train horn.
You should add a system where weapons (especially the machine gun) can overheat so that it makes you want to stay further away and not make noise when around Charles. Also, i think that you should be able to find ammo and upgrades for your weapons so that you have more to explore. Something for Charles, i think that his headlight should change colour depending on certain things that happen, like when he’s hunting/chasing you it should be red, when he’s looking around for you it should be orange, and when he’s not doing anything it stays the normal yellow. It would also be cool if you could find fuel or have to cut down small trees with an axe you could find to fuel your train, which makes noise and means Charles might be able to find you so you have to take fuel usage into account. Just a few ideas, hope you see this and the game looks great so far!! EDIT: A lot of people in the replies were saying certain aspects of my comment would be too hard, so here’s a few more ideas i’ve thought up. I had the thought of making it so there is difficulty levels, with the harder difficulty including more challenges. Practice difficulty, Charles is slower and takes way longer to detect you, his attacks do less damage, way more scrap around the map, unlimited ammo, no gun overheat, and cost for upgrades is reduced. This mode means players can get a feel for the game without it being too harsh on their first go around. Easy difficulty, More scrap, it takes Charles longer to detect you, he doesn’t hear you as often and unlimited ammo. Normal, Regular detection rate, he hears you more often, and guns overheat but still have unlimited ammo, Normal amount of scrap, Medium difficulty, Charles detects you more often, guns overheat faster and hears more often. Hard difficulty, Charles detects you nearly immediately if you walk near or around him, guns overheat very quickly if you constantly shoot them (burst recommended), and limited ammo. Nightmare difficulty, Charles is faster, can see you from far away, guns overheat from consistent shooting, even more limited ammo (50 rounds for the machine gun, 100 “rounds” for the flamethrower, 20 rockets for the RPG, and 50 rounds for Bob). This means that players can choose how hard they want the game to be without being hindered by certain things. EDIT 2: One of the commenters below this comment mentioned an idea similar to this, so credit to them! A cool thing to add would be distractions/decoys so that Charles won’t be attracted to you and will instead attack the decoy.
Ok I've got an idea but when Choo-Choo Charles is repairing himself after being knocked down to half health I think there should be like places he stays at like a cave or something that have a ton of scrap in them but you also run the risk of meeting Charles there without having your train. Idk could be cool?
Terrifying Suggestion: Charlies sets traps for the player using scrap as bait when he doesn't run into them after awhile. Stalking nearby or within earshot.
It is, like imagine you're low on scrap, and you find some after a bit of searching, and suddenly, out of fucking nowhere, Charles steps out from behind a tree and charges a freaked out you, who somehow didn't see the giant spider train hiding behind a few trees in wait, that'd cause a few let's players to need to wear brown pants, I think.
If I remember the Ogre-face Spider sets a trap leavin' poo(scrap in this instance) on the ground and lurks above the poo. Something comes to eat the poo and it strikes. Anyone else ready for a being paranoid of picking up the scrap needed to upgrade and build stuff? :3
Around the map there could be "tar" strung around messily and if you touch it you are slowed. Scrap could be placed stuck to it for bait as some kind of crude web.
some kinda change to its model as it gets damaged would be great, and add to that horror element. Kinda like how Chucky gets even more terrifying as he gets hurt!
I think we all know why Charles wants us dead. The story is that Charles found out the main character has been getting away with tax evasion and thus takes upon himself to hunt you down and make you pay your taxes or die trying.
You should give Charles a presence when he’s not chasing you so like maybe he’ll make a loud sound like a horn blowing just so the player knows a approximate location
Recommendations: Make Charles walk a bit slower and not look like he's running when he's on the hunt for you. Maybe a loud sort of screeching/growling noise when Charles has noticed you to get your heart going. Make maybe a massive and or big tree, old train station, train junk yard, decrepit cave (recommended in the replies) somewhere in the map (Maybe the middle) which is Charles nest and there is lots of scrap around there or something like that. Make it a bit foggier/darker. Have some abit of scary ambient noise maybe something like creaking Croaking or just weird noises
@@GRtogetaBIC it can really be anything just a tree first popped up in my head. I can add them to the suggestion if you would like as they are good ideas aswell
Before deciding the lair I think it should be addressed if this is only a meme game with a good design or the story is actually based on the show and we are like one of the people there that survived the monster that Thomas became. Is our train alive seeing as it has a life bar? How did he become a spider? Could there be more trains like him in the map but maybe weaker? The end goal is to esape, kill or cure him?
So this might be hard to implement, but perhaps you could have Charles recognize certain attack patterns and adjust his method of attack. Like moving from side to side to try and didge, breaking line of sight to avoid incoming fire, trying to get ahead of the train or pulling up alongside it where you can't shoot and forcing you to slow down or brake to get Charles to reorient himself and start lagging behind again, going into a rage state and just roaring through attacks for a few seconds, or even breaking off his attack entirely if you find some way to abuse the system and he can't get any hits in for a while. Little things to throw you off, and so Charles doesn't look completely braindead when chasing the train.
@@ghemas25 Does the AI itself adapt? I thought it just pretty much becomes immune to whatever takedown you used on him. Not that the AI itself would counter your playstyle
@@akseli8314 from what I remember the ai will freeze any place or object that you used to attack him. You mainly had to use stealth attacks from what I remember. I guess you could say it was adaptive to an extent.
This is actually the same as what i was thinking as well. much like in Alien Isolation, the AI will learn to adapt to what you are doing. In Alien Isolation, the alien will learn how you are hiding from it and will adapt. like say you keep hiding in lockers, the alien will check lockers more often.
Man I know how hard programming behaviors is and trying to synch them through a network. Basically my AI consited of Pulling Random Integers, then checking that against a expanding list of behaviors, if the conditions of that behavior matched to required condition. The AI would execute that behavior for a certain amount of time before checking a random integer again. It did not lead to smart AI. I got AI about as good as watching squirrels doing squirrel stuff in a park.
Choo Choo Charles should start physically looking more deformed and torn apart the more damage he takes. It could make him look even creepier and more menacing.
I think Charles should have a place he runs back to to heal after he's taken enough damage. Like a haunted, derelict train station or something. With a creep spider web/tunnel/nest inside. Perhaps the place if his demonic origin. After he heals, he can then return to hunt the player. Also--npc trains that coexist with the player would be awesome. So there are other trains Charles can hunt and afford you the opportunity to see what Chatles can do.
Maybe that can be the goal. Get weapons and upgrades find the station, and destroy it then kill Charles. Maybe killing Charles is only temporary, and for as long as the station still stands he can respond. That seems like it would add even more of a need to explore, and do quests imo.
I commented a pretty similar idea, like an underground facility that is guarded by cult members and accesible by charles, that has the haunted train's core, a blazing pulsating heart that if you destroy it you put an end to charles. Also the cult members would feed it coal to give power to charles.
From the perspective of someone who just started trying to make a game, it's way more encouraging seeing failures than successes. Thank you for showing how much of a struggle it is. Your game looks ridiculous, and I love it.
I'm extremely impressed with this game, and especially the video format you use to log your development is extremely entertaining. As a hobbyist game developer on the side, this is all so relatable 😂 Hope you'll get some great breakthroughs with unique ideas in future development :D
I think the best solution to this is having a health indicator through textures, like missing limbs and his face starting to get torn as well as his body.
@@lutetiunn How about also having Charles’ whistle get creepier and creepier the more hurt he gets. Like normally it just sounds like a train whistle, maybe a little more demonic. But as he gets more hurt, his whistle starts to sound like a creature crying out in pain and rage.
@@lutetiunn more people need to see this, this would be very great because in some games i play it's like that usually the enemy gets bloodier after fighting them, showing basically that i have done lot of damage.
Idea: Make the weapons all situationally useful. Maybe every time Charles shows himself, he could have different traits or behavioural patterns that make the fights less repetitive.
It would be cool if he spies on you from afar and attacks you if you go far from your train. And if you can see him you can hit him with the boomer or bob and he’d take an increased amount of damage. Like it would be cool if he could create burrows or climb into the trees to surprise you at some parts
@@crimblr oh yeah sneak attacks and head shots would do more damage headshots would do more sing his face is made out of a fleshy material unlike the rest of his metal body!
Additional idea: Charles has an option to sneak up on the player and will start to attack once you get on the train, or kill you if you don't notice him long enough
@@spooderlover3512 adding on to the additional idea: as charles gets closer to you, there's a faint heartbeat sound that gets louder the closer he gets
Maybe add derelict Trains sitting around the tracks and it will give you two options to either scrap it or set up a trap for Charles like make it a reference to irl collisions as either it will serevly damage him or outright kill him
Idea: You should make it to once the train is fully damaged, charles can then jump on the train rip the top open and either eat you or bring you to his spawn which could be a cave or something where he traps you.
damn this game would be amazing as a co-op game, one player driving the train and the other shooting, both players swapping roles whenever, make the driving more difficult, clearing obstacles etc.
Yes, good underrated idea. I think his maximum health being reduced every encounter and showing battle damage on Charles would do a great job of making him feel more real.
I’m really hoping we get some backstory for Charles. I’m a sucker for hidden lore when it comes to horror games, and I’m genuinely curious to know how he came to be,
Here's a terrifying idea: Instead of a healthbar, make visual indications on Charles' model to show how much damage he's taken, and maybe add a "sprint" feature at extremely low health.
yeah how about visual scars and dents and scratches on Charles as he takes damage and a critical hit where if u hit him at a specific point it will splatter blood everywhere including your screen
might be cool so that the healthbar only shows ones hes been damaged if this isnt a feature already, so theres the paranoia of having to look around for him constantly.
I think it’s a great idea. Maybe have different difficulty. For example, normal difficulty would be: show Charles health and scratches on the train. But then for hard would only be the scratches and all of that. Therefor saying that hard difficulty will require a lot of experience to know about how much heath Charles has by just looking at the damage on him . Hopes this makes sense XD
Some have suggested a detection bubble that still has the search timer. In addition to this, it could grow in size as the player progresses the game’s story. Obviously it would have to be shut off for a bit if Charlie finds the Player but loses them after (wether that be due to combat or stealth). Of course, Charlie would a cone of vision that, regardless of if he just lost the Player or not, would always activate a chase if the Player is in it. Dunno how the game is doing or if it’s done as I have not checked your latest content yet but I hope this may assist in some way. Have a good one.
That's such a good and underrated idea. I think the detection bubble getting bigger and bigger every 5 minutes until it covers the whole island basically would be great. And after your inevitable encounter, the bubble reset back to the default size and keeps growing again until the next encounter.
I think it's really important that Charles doesn't hang around too often so he wouldn't be a constant annoyance while you're trying to finish the game.
The instance of Charles running sideways is probably one of the more believable sets of movement I saw (now I just need to move to Australia to get better footage of spider movement).
What if he had webs where he could detect you from webs laid on the tracks This could also lead to a homebase (a massive spider web)where you could track it down (with more frequent encounters as you got closer) and then Burn it , it could enrage him but he wouldn’t have a place to regain his health anymore
I like that idea. He could build these places time to time again on random parts of the map. You would need to find them and destroy them, once he has none he had no place to hide and would be vulnerable. He could go desperate and even avoid the player though that would make it harder. A rage would be the more "user friendly" option.
@@overfailed3639 Ohhhh, it would make an intense and desperate final battle, imagine Charles becoming even more nightmarish, agressive and intelligent the more you push his survival/hunting instincts, it would also make a move deeper exploration of the world, (Force you to explore it in a certain way and not only rely on the railroads for safety/a quick escape) Yes, the train is your ideal chance of survival, but you can't run away forever and if you don't destroy his healing spots (Much like the ender dragon) You WILL NEVER WIN, it would be forever chasing you as you try to survive. Also since there's other people living in the island (That know the existence of Charles), the idea of some kind of Cult that worships the creature as some kind of god and offer sacrifices to him (Maybe he does not attack very specific people as long as they keep feeding him while others hide in their basements or something when the creature is near and the player can watch it roam between buildings from the window and has to NOT MAKE NOISE and turn off all the lights, or else a spider leg will break through walls/windows to injure the player, if you have low health, it triggers a cutscene of you getting pierced through the chest and violently pulled out through the wall) If you survived the attack, you get banned from the building since the people WARNED you to not attract the monster so they don't have to waste resources repairing the place/have Charles hunting them too/the cult targeting them for not 'feeding' their god, it adds a touch of 'Life' to the world and that this threat IS VERY REAL. The player can discover the lore and secrets of the world as they interact with certain people, some that secrety plot to feed the player to charles and others who want the player to kill the spider train to be free of this nightmare, there could be moments where the player gets kidnapped in their sleep and tied up somewhere for Charles to find and eat, if the player doesn't break free on time they get a jumpscare of Charles eating them alive, also, if we fall asleep near the bonfires while Charles is near, you get another jumpscare of him WAITING FOR YOU TO WAKE UP to then devour you, it would make him look more of a sadistic, vicious predator than just a spooky chase and escape- Damn, this game has some potential, can't wait to see where @TwoStar goes with it...
@@zabirdy181 Yeah, I'm also curious where he will take it. It is certainly a very refreshing Design. The train being the only option for defense, but having to leave it to progress in the game makes for a high risk high reward gameplay and I would love to have this more explored. I just imagine these red glowing cocoons, the player plunging a knife into them, a furious howl (and maybe a distorted choo choo? Tho that would be more memey ^^) and then you RUN back to the train, knowing you did very much anger a certain steam propelled arachnid. The idea with the cultists is interesting, though I feel like he won't go that way. I think the people will be more like events that happen every so often, though there I could definitely see some worshipers. The exploring aspect could become a lot more pronounced if you could find more interesting locations, like the healing spots, towns with no people, caves with the residue of charles former meals, railblocks he set up or that are just naturally there and you have to disable them, smilar to the way you change the direction of the tracks. Being forced to leave the safety of the train more often.
I’ll be honest I kind of feel like it would be better if you didn’t have a health bar for Charles. It would be so much more tense if when you fight him you would never know when the fucker is gonna quit, which could be interesting. Sort of like in cup heads.
It would be more work, but if Charles has battle damage or part destruction over the course of the game to show damage instead of health bars that would make the player vs. Charles feeling all the more important. A example being when Charles attacks he can be driven off if you do enough damage to crack/break off parts like his individual legs. It could even be part of the games difficulty curve. This means in the early game it won't take too much damage to drive him off by "cracking" something, but later on it will take more damage to "break" off a already cracked limb. The "Monster Hunter" series doesn't have visible enemy health bars but a system similar to this, if you want to borrow the idea.
The thing it'd be also quite frustrating if yu don't have at least a way to know if your shots affect it at all. Or at meast if you actually hit him or missed. That's why in most shooting game flinching animations when enemies are shot are so important, it provides some kind of feedback. Here it'sn ot much of a option, at least not all the time, as too much flinching would stun lock charlie and destoy the chasse gameplay. (also look silly). Battle damage would be nice but it would require a ridiculous amount of work to implement.
@@aienforge8391 yup just realised I juined the joke with the typo of adding an s meant to say "train of thought." Regardless I still agree no health bar be better.
@@clonezero_RR do you mean that it slows down Charles _too much?_ If so, he could adjust it so Chales slows down a bit less or that the residual flames don't burn for so long, which would give a stronger sense of urgency to do things right.
@@blutarchmann9070 Yeah that. A small burst was enough to stop Charlie dead in his tracks. It either needs to have its effect toned down or limit the ammo for that gun.
@@DiSpirith not if it’s a sign of later behavior such as laying down bait/ambushes, scouting out spots to attack you down the rail or if it’s aware of where you may be going
Suggestion: When Charles is near you, make his steps sound like big deep stomps. Also maybe you could add that Charles gives off an agressive distorted train horn honk from time to time. And maybe also when he is close to you and sees you. I think that would add a lot to the ambience of the game.
Very cool! For now, it looks like “The Bug Spray” is the way to go. While “The Boomer” needs tweaking, I think… Logically speaking “The Boomer” should be the most effective. Another idea is that Charles could ‘upgrade’ himself with armor while he is away. And so, different weapons could be more effective agains those ‘upgrades’. E.g. “Bob” could shoot armor penetrating projectiles; “The Big Spray” could be effective against flesh, and so on…
Would be sick of there was a tunnel on the map which you could choose to drive through for better resources, also gives you a opportunity to make it so Charles can crawl on to the walls in the tunnel or set up cobwebs that blocks the tunnel which you can destroy with help of the flamethrower or some kind of cocktail molotov
@@theCombine25343 well less color and more brightness. Also makes it interesting as he gets slightly harder to see over time, as he doesn't have his lights illuminating the front of him.
This game looks really interesting and fun, but I can see the combat with charles becoming extremely boring pretty fast. If I were you, I'd give him the ability to lay traps of some sort along the rail lines, requiring your weapon to destroy, and place the weapon in a position where it can fire 360 degrees.
He needs flanking AI so that he doesn't exclusively follow behind the train all the time. It makes him feel very 1-dimensional. He should be smart enough to start avoiding the trail of fire on the tracks after taking enough fire damage like you did at the end of the video. I also reeeaaally love how he starts to flee at the very end when you shoot him with the huge explosion. That felt not only very realistic that he would flee when at low health, but it also felt VERY satisfying and makes the player feel powerful. That was definitely an awesome clip.
a little thing you can add to the game is that if you shoot his legs enough they can get chopped off and he gets slower for an amount of time but say after a minute he regrows that limb back. just a little suggestion i love the game also cant wait to buy it.
I just started developing this year and it's hilarious to see someone else's experience I swear to god game development is the only art form where something you add or change completely ruins something that is not related or connected in any way. What a beautiful mess game development is ‼️
And the most heinous problems, missed punctuation or capitals. I once spent 2 months on a project where it just wouldn't work, had 5 different people look at it, the 6th mentioned it was odd that a specific method wasn't capitalized. Sure enough, it was a Unity thing and it had to be capital. 2 months
Actually this is an issue with a lot of art, a small detail added here or there can add a different context or mess with the overall pallet of the piece, and in music an off-beat not or strange instrument addition amcan change the whole thing. Look at the Day9 trumpet vid.
I recommend adding a background music to intensify the fear and atmosphere. Maybe a bit of fog to make things look better or hide the graphically bad stuff.
@@ΦίλιπποςΖαχόπουλος Check the left 4 dead 2 trailer where the dev's explain how specific music makes the game 10x scarier and better overall, he can totally check it out and copy some of the ideas IMO.
I love how the flame trail can slow down Charles, These could lead to a Bug Spray and Bob combo that would be good for Close and Long range against Charles.
I love the concept for this game and I have some ideas that may help the game. 1. Blue prints| For some of the guns and maybe some upcoming items, you have to collect blueprints inorder to make things. This will be relevant with some ideas. 2. Flare gun| This could be possibly found early on and it’s use would be to scare off Charles while you where on foot. It would only be able to hold one round and would light up an area in which case Charles is in it, he would show up in that area as a red dot. Requires blueprint 3. Tracker Dart | This would be a late game blueprint which allows you to shoot a tracker at Charles and would last up to 2 min and would show where Charles is on the map. Would be a gun that u can’t attach to be train. 4. Outpost | This would be a small town on one of the edges of the map which basically acts like a safe zone where you can upgrade your train, weapons and buy blue prints for scrap. Maybe have quests there too. If you’re being chased by Charles the towns people will not open the gates as they are scared of Charles. (Basically stops players from escaping Charles instantly) 5. Difficulties| This would aka buff Charles health and dmg maybe depending on the difficulty, Charles would have a rage mode or different stages for his health or new abilities.
A tracker dart for…. Two minutes? That’s not a lot, it would really only be useful for when he’s near, as if you shot him with it and he flees, it wouldn’t be very useful.
this game needs to have co-op , imagine you are exploring a building for loot with a friend and then charles makes an appearence , then you both run towards your train and start blasting him with your arsenal , 10/10 survival horror experience
There’s no need to rush. Games like this can take years to perfect it. I’m glad you’re doing it well. Can’t wait to see gameplays from other RUclipsrs. Take your time, no pressure.
Charles is pretty menacing, but the game feels a little empty without less dangerous enemies. Does he have any other spidertrains under his command? Surely he isn't one of a kind, he had to come from somewhere. (Edit) In the replies, Dade Rowley points out that maybe spidertrains aren't the only threat, maybe there is other hostile wildlife that could be put to use. Another idea could be bosses to get really powerful items/resources. Maybe webs of some kind could be placed on train tracks, and can get your train stuck, maybe burning them away can help. God, there are so many ideas. This game has soooooooo much potential that it's insane.
An idea I had is to add train stations or trees on the tracks, blockades on your path; forcing you out of the train which could make for some thrilling experiences hiding or running from Charles on foot to complete an objective, would make him a much more brooding force to be reckoned with and would make the player feel even smaller and extremely helpless outside of their train... just a thought, games coming along great! looking forward to the release
the jumpscare wasnt that scary. I would add a little more time between the "You died" screen and the actual jumpscare, besides doing the Charles animation more creepy. Maybe our character camera going more into the mouth? like, we could see the throat and the inside of the mouth right before the end screen. besides that, you're actually doing a great job, keep going! im hyped to see the updates :) also, does charles have a horn? would be amazing a creepy one with a dark vibe. aaand... what about design? will we be able to design our train? like, change color, paintings? maybe im going too far but id love that. Oh, then while we were exploring we could find exclusive stickers and paintings. Would be sick, even tho it wouldnt help the game going scary... but well it depends of the possibility
oh actually that's a good idea! and similar to how some other horror games does it, the game could actually randomize the time before the jumpscare from lets say 1-20 seconds for example, just so players never really know when to expect the jumpscare
here are cool mechanics: (you dont have to code this in i just thought it would be cool for you to see my suggestions) 1.stats like hunger,thirst and energy 2.fuel and ammo for the guns and the train 3.caves that have new items 4.stores that you can buy ammo and fuel and other items and can be destroyed by charles 5.a crafting system to make stuff in youre train 6.a talking system that lets you get scraps if you give good info 7.a engine for the train that needs hot water and coal items: 1.stalagtites that can give a massive boost to youre train stats 2.ignius that can upgrade youre weapons 3.pebbles that are an upgraded scrap 4.hot liquid that can be put in the engine 5.coal that can be put in the engine crafting: 1.a canteen that can pick hot and normal liquid 2.a chair that can b placed in the train to reset youre stamina 3.bottle that can turn hot water into normal water
You're making great progress and I can't wait for release! I'd personally like to see more done with how how the player interacts with the train outside of the blueprint menu. Repairing and upgrading could be more engaging than a simple button click, but since you're handling the code yourself I know how hard it already is. Keep up the good work! I look forward to more!
Here’s an idea: what if at one of the towns or buildings there was a person who you could recruit with scrap or something that could auto repair or auto fire at Charles or just automatically do something for you like collect fuel.
I think it removes the survival asset of the game, ya know being by yourself with a monster trying to hunt you down, adding a person you can recruit would remove the feeling of loneliness and I myself would probably end up being around these buildings for support, an alternative is to have mines that you can scare away Charles with. This is just my opinion tho.
@@brewsmusic I guess your right, but they could just only collect a small amount of materials or whatever ,so it was just like a little bit of help and not an over powered upgrade that ruins the experience . Or maybe you could unlock them after you first beat the game so you’ve already gotten the full experience. Then it would just make a second play through more enjoyable .
Alternate secret romance ending - You follow a side quest where you tell Charles to stop being so clingy and finally, after so many failed attempts you meet a lawyer who gives you the "Get Served" launcher, that's when you serve Charles some protective papers and he decides the court fee's aren't worth it so he leaves.. But along the way, our favorite Spider-Train Charles meets an equally lonely and clingy Hercules Beetle Helicopter named Betty and before you know it... they fall in love. As all along, twas only the cleansing power of love capable of curing our Charles broken heart. Thus they run away together to get married, Charles & Betty... And they live happily ever after... After birthing their 1st child of course... Thomas the Spank Engine.
Charles seems much more smart right now and he seems to evolve that bloodthirsty beast now. Good job! But if i had to choose more features to him i would choose this: 1. "Charles has his own kind of territory" Meaning area of the map where he is more aggressive and maybe bigger? That area of the map should be highlighted to player and besides Charles being there more powerful, there you could find maybe treasures, weapons, quests and more stuff that are not only more powerful (weapons) and harder (quests) 2. "Charles could have nest or cave where he would live and sleep" Charles is still half-spider so he would own that beast/animal kind of behaivior too. Things that are scary about Charles to me are his movements, aggressive behaivior and unpredictability but at same time, if you spend much time being chased you begin to understand him too well and there could be change you could get bored about guessing and beginning to read he's next movements. Unpredictability is that word i would use when talking about Charles and best things to upgrade his behaivior would be adding new events and acts he would do when he is patrolling, hunting or chasing. 3. "Tracing" One thing that really now is gone better about Charles's behaivior is he's knowledge of surroundings and noises player, guns and train makes, but is there more sounds, odors, things that could trigger Charles's instincts and movements to other place, even not towards to player but even farther from player? 4. "Weaknesses" Thats one thing i have kept in mind when looking this game's development and that is Charles's weakness. Does he have something besides gun and train to keep him away or out of your range? "Can he swim?" "Does sun hurt him?" "Can he climb to tree?" or other these kind of things that makes he little bit more not OP against player but more realistic and humane? Charles is pretty scary and powerful as he is now but powerful doesn't mean better when asking from me. Learning curve to beating Charles shouldn't be too high or too low, but more unexpected to player and there could be more ways to make him weaker or powerful simply by shooting him or giving him time to rest. Choo Choo Charles seems pretty good game to me from outside so now i personally only need some spice to this good food so there is more under the carpet than this we have seen today. This game keeps getting better and better with time so i wanted to help, giving away my own ideas and oppinions about this crawling adventure. :D
I think something that you're probably going to add but i can't wait to see, or in this case hear, are super spooky sounds for charles, I can imagine super scary screams and a kind of distorted choo choo, that would be awesome
I think there could be a kind of cutscene when "charles" died that would be his phase 2 where he could gain new abilities, get more monstrous, camouflage and climb trees, and his life bar would get full again.
The question is when would that happen. Your only way to defend yourself agienst Charles is with your train and the train right now only has like 4 weapons. So a phase two would be overwhelming. Also when would this phase two happen. When you kill Charles? That wouldn't happen because once he gets low he would just run away. Also people would exploit thos trick and never kill Charles so he doesn't get to phase two and just play the game normally
Oh shit you're the creator?? Dude I ran across this game on steam a few months ago and I've been checking on it since. It looks amazing and I can't wait to play it, keep up the good work man!
Most of the thinks mentioned seem to be hard to implement, but I think Choo-Choo Charles should avoid fire that burns on the ground, finding the fastest may around without touching it.
This looks super cool! Just a suggestion (It’s my opinion, maybe It’s the opposite for others): I would maybe hide the health bar or make it more difficult to see. That way, you never know if he is near you and if he‘s at low health or if he will chase you for hours.
I love the alpha gameplay! The weapons, Charles being super persistent, and the finer details like setting the wooden parts of fire! Can’t wait to play!
Question: will you be giving certain content creators access to the game early? (Dani, Barji, Polymars, etc) because I want to see some people play this game to it’s full
Make flamethrower overheat because It seems easy to use and slightly op. 9:07 (But if there is an ammunition mechanic already, make fuel slightly more rare instead)
an alternative to this, leave ammunition rarity the same, nor an "Overheating" function like what is normally expected, Make it to where sustained fire rate for extensive time BURNS more ammunition for the same DPS. It would make sense, since most Flame weapons have a liquid fuel that releases VAPORS to burn, and when overheating occurs, it would damage the train a little, or the player while costing just a little extra ammo, (maybe like 1 ammo for every in game tick, but while overheated would eat 3, and damage the player&train for 1 hp for every tick, and if you are negligent to keep firing after say 5 seconds past overheating it would do more damage, while having lingering dps on your train.)
Hey! Remember at around 1:30 (in the video) where the spider becomes a lovecraftian monster? Maybe you could make that a feature! Not the lovecraftian part tho, i mean the raising up part. Maybe ya could make it so that he raises up (aka extends his legs and basically goes on his spidery tippy toes) and looks around when like for example every 5 minutes to try and find you, or if he does know where you are he would stare at you from atop the treeline while being far away. Just imagine seeing a spider train in the distance poking its head above the treeline trying to find you, or just staring at you, letting you know he is there and that he is coming.
I want this just because it looks like pure dumb fun. It has a competent and fun-looking combat loop and a unique idea that's done really well based on the footage.
Something that might help out the fights from becoming too frustrating: weak spots that can interrupt him. Possibly shooting him in the legs to slow him down and give you some breathing room You can also look to those old arcade rail shooters like house of the dead or jurassic park: give him special attacks he has to wind up, with weak spots that can be hit to interrupt him
I have some ideas: give charles some critical points so the fight is more engaging, build some structures around the map with secrets, scraps, maybe some lore with chests etc so the exploring is more interesting
It would be awesome to add an evolution system for Charles. As you do more damage and Charles heals, Charles improves his abilities in a random way. Maybe he becomes faster, does more damage, or gains a ranged weapon of some kind. This would give each play through a new experience
whenever charles is roaming around and the player is watching, if the outer parts of charles cone of vision detect the player, make charles stop completly and then slowly turn his head towards the player, after a 1-3s stare contest charles should start chasing the player
Play Choo-Choo Charles on Steam, Xbox One, Xbox Series X/S, PS4, PS5, and Switch! www.twostargames.com/choo-choo-charles
Charles Healthcare shouldn't be visible that way its more scary
Hey, checkout this playlist ( ruclips.net/p/PLUUXnYtS5hcX5Bq3WRCnkI-p2PW6PBulP ) for learning unreal behavior trees (if you didn't find it already). This playlist helped me to understand behavior trees better.
BTW, awesome job, keep up the good work.👍
i have a idea for Choo-Choo Charles, if you set him on fire for long enough he retreats into the water to cool down/put himself out
Ayy i'm early
ok hear me out, i think you should make Charles adjust and adapt to attack patterns. if you always use the rocket lancher, he will dodge left to right. if you always use the machine gun he will try to get ahead of the train or at least to the side. kinda like the Elites in Halo CE were actually smart and had complex attack patterns. might take a while but it will be cool
Maybe not have it always try to attack you every 5-10 min.
Instead, make Charles have a detection bubble. If you are in it's range (a large range) during the time it activates, then he will try to seek you out. Otherwise, he won't and will continue to roam freely.
This way the attacks feel more random and sporadic thus giving more of a fright. The worst part of horror games is having a scary enemy not be scary anymore because you see it 24/7
actually a good suggestion
this guy knows what is up
Please look at this suggestion
Tell people to like. Great suggestion.
great idea
I think an expression change when Charles spots you would be scary. Imagine you see some monster searching around for you, it looks kinda bored or neutral. Then it sees you and it grins.
It likes grinning
Now that's horrifying
That would make a good cut scene for the first encounter, you casually are walking through the forest and then you see Charles slowly walk out in front of you, with his grin getting bigger and bigger.
That is a horribly good idea
Horrible idea.. I LOVE IT!
Idea: you can find ‘husks’ around the map, like dead versions of Charles, but they could still move when you try to loot them and alert Charles, or Charles could disguise himself as a husk to lure you closer
pog
This need more likes so he can see It.
Make this comment get the traction it deserves !
love this idea!
+
I think adding an animal or something occasionally to the track when Charles is not chasing would be cool, like to force you to use the horn and run the risk of alerting Charles or just tanking the hit.
Ooo that'd be neat
That would be cool
that would be either inconvenient or terrible
@@misenthropic that’s kinda the point, like the game BIGFOOT, when you’re walking around lightning will strike around and attract Bigfoot or random phone calls.
Like a deer or pack of wolves.
I think there should be moments where Charles' spider legs retract and he runs on the track like a normal train. You could have things like him ramming the players train or even acting as a form of camouflage for like...an abandoned train yard or something.
Or like disguise like a train bro that would be terrifying
Have to search an abandoned train yard for parts for your train then him suddenly coming to life would be terrifying
I can imagine thinking "It's quiet... too quiet..." right before a demonic train horn screeches out from the darkness and Charles' headlamp illuminates the fact that i now need to change pants.
@@mickeyalcala9524 Yup, that's what I meant with the train yard example. A dark rickety scrapyard, filled with rusted warehouses, decommissioned locomotives, and creaking industrial equipment.
When you think your safe, the next thing you hear is one of those "decommissioned locomotives" letting out a distorted train horn.
@@mickeyalcala9524 yeah!
You should add a system where weapons (especially the machine gun) can overheat so that it makes you want to stay further away and not make noise when around Charles. Also, i think that you should be able to find ammo and upgrades for your weapons so that you have more to explore. Something for Charles, i think that his headlight should change colour depending on certain things that happen, like when he’s hunting/chasing you it should be red, when he’s looking around for you it should be orange, and when he’s not doing anything it stays the normal yellow. It would also be cool if you could find fuel or have to cut down small trees with an axe you could find to fuel your train, which makes noise and means Charles might be able to find you so you have to take fuel usage into account. Just a few ideas, hope you see this and the game looks great so far!!
EDIT: A lot of people in the replies were saying certain aspects of my comment would be too hard, so here’s a few more ideas i’ve thought up. I had the thought of making it so there is difficulty levels, with the harder difficulty including more challenges. Practice difficulty, Charles is slower and takes way longer to detect you, his attacks do less damage, way more scrap around the map, unlimited ammo, no gun overheat, and cost for upgrades is reduced. This mode means players can get a feel for the game without it being too harsh on their first go around. Easy difficulty, More scrap, it takes Charles longer to detect you, he doesn’t hear you as often and unlimited ammo. Normal, Regular detection rate, he hears you more often, and guns overheat but still have unlimited ammo, Normal amount of scrap, Medium difficulty, Charles detects you more often, guns overheat faster and hears more often. Hard difficulty, Charles detects you nearly immediately if you walk near or around him, guns overheat very quickly if you constantly shoot them (burst recommended), and limited ammo. Nightmare difficulty, Charles is faster, can see you from far away, guns overheat from consistent shooting, even more limited ammo (50 rounds for the machine gun, 100 “rounds” for the flamethrower, 20 rockets for the RPG, and 50 rounds for Bob). This means that players can choose how hard they want the game to be without being hindered by certain things.
EDIT 2: One of the commenters below this comment mentioned an idea similar to this, so credit to them! A cool thing to add would be distractions/decoys so that Charles won’t be attracted to you and will instead attack the decoy.
Yes
Agreed
100%
Your idea with the lights is giving me generation zero flashbacks
Really good ideas, well done! Hope he sees this
Ok I've got an idea but when Choo-Choo Charles is repairing himself after being knocked down to half health I think there should be like places he stays at like a cave or something that have a ton of scrap in them but you also run the risk of meeting Charles there without having your train. Idk could be cool?
I hope he does that
Yeah and having a bunch of “cobweb” that slows the player Down when touching it :D
Maybe Charles can climb on top of the train and slowly crush it with his feet
NICE Suggestion I agree with it
Idea*
I love that the train doesn’t have doors, the fact that it’s so open keeps the player from feeling safe while inside
im glad this came up on reccomended now i can watch the development of this monstrosity that is on my wish list
Ding dong
omg terraria funny guy
@@compl3xD 🗿
Same
@@compl3xD 🗿
Terrifying Suggestion: Charlies sets traps for the player using scrap as bait when he doesn't run into them after awhile. Stalking nearby or within earshot.
Makes sense, he is some kind of spider after all.
God no..
That sounds awesome
It is, like imagine you're low on scrap, and you find some after a bit of searching, and suddenly, out of fucking nowhere, Charles steps out from behind a tree and charges a freaked out you, who somehow didn't see the giant spider train hiding behind a few trees in wait, that'd cause a few let's players to need to wear brown pants, I think.
If I remember the Ogre-face Spider sets a trap leavin' poo(scrap in this instance) on the ground and lurks above the poo. Something comes to eat the poo and it strikes. Anyone else ready for a being paranoid of picking up the scrap needed to upgrade and build stuff? :3
Around the map there could be "tar" strung around messily and if you touch it you are slowed. Scrap could be placed stuck to it for bait as some kind of crude web.
Maybe Charles shouldn't have a visible health bar, I find it more terrifying when I *don't* know how close I am to killing the creature chasing me.
Yeah, same
some kinda change to its model as it gets damaged would be great, and add to that horror element. Kinda like how Chucky gets even more terrifying as he gets hurt!
yes
I agree, because (I think) the bar makes it look like you can damage him a lot too fast.
Or it could be a menu setting to enable it or disable it
It would be funny if Charles reacted to the train horn with his own much louder train horn
Horn contest
I think we all know why Charles wants us dead. The story is that Charles found out the main character has been getting away with tax evasion and thus takes upon himself to hunt you down and make you pay your taxes or die trying.
Charle attempts to mate with the train and your missions is to cockblock him
Except Charles is based on a steam train so it would be a whistle. Also, there could be a sort of shrieking like in FNAF: SB with shattered Roxy!
Not only would it be fun but it would be a good mechanic for the player to check where he is or how close he is
You should give Charles a presence when he’s not chasing you so like maybe he’ll make a loud sound like a horn blowing just so the player knows a approximate location
Recommendations: Make Charles walk a bit slower and not look like he's running when he's on the hunt for you.
Maybe a loud sort of screeching/growling noise when Charles has noticed you to get your heart going.
Make maybe a massive and or big tree, old train station, train junk yard, decrepit cave (recommended in the replies) somewhere in the map (Maybe the middle) which is Charles nest and there is lots of scrap around there or something like that.
Make it a bit foggier/darker.
Have some abit of scary ambient noise maybe something like creaking Croaking or just weird noises
Why a tree? Wouldn't an abandoned mine or an old train station be better?
@@GRtogetaBIC Maybe a train scrap yard, like they were about to scrap Charles before he grew horror legs
@@GRtogetaBIC it can really be anything just a tree first popped up in my head. I can add them to the suggestion if you would like as they are good ideas aswell
@@zeemo5913 Yeah it's a great idea. Something that fits Charles like a train scrap yard or spider cave or something
Before deciding the lair I think it should be addressed if this is only a meme game with a good design or the story is actually based on the show and we are like one of the people there that survived the monster that Thomas became. Is our train alive seeing as it has a life bar? How did he become a spider? Could there be more trains like him in the map but maybe weaker? The end goal is to esape, kill or cure him?
So this might be hard to implement, but perhaps you could have Charles recognize certain attack patterns and adjust his method of attack. Like moving from side to side to try and didge, breaking line of sight to avoid incoming fire, trying to get ahead of the train or pulling up alongside it where you can't shoot and forcing you to slow down or brake to get Charles to reorient himself and start lagging behind again, going into a rage state and just roaring through attacks for a few seconds, or even breaking off his attack entirely if you find some way to abuse the system and he can't get any hits in for a while. Little things to throw you off, and so Charles doesn't look completely braindead when chasing the train.
The closest game boss that I can think about that adapts to player attack patterns, is the Mr. Freeze boss fight in Batman: Arkham Asylum.
@@ghemas25 Does the AI itself adapt? I thought it just pretty much becomes immune to whatever takedown you used on him. Not that the AI itself would counter your playstyle
@@akseli8314 from what I remember the ai will freeze any place or object that you used to attack him. You mainly had to use stealth attacks from what I remember. I guess you could say it was adaptive to an extent.
@Narkomancers I can't think of any other game boss or enemy npc that adapts to player attack patterns unfortunately.
This is actually the same as what i was thinking as well. much like in Alien Isolation, the AI will learn to adapt to what you are doing. In Alien Isolation, the alien will learn how you are hiding from it and will adapt. like say you keep hiding in lockers, the alien will check lockers more often.
Man I know how hard programming behaviors is and trying to synch them through a network. Basically my AI consited of Pulling Random Integers, then checking that against a expanding list of behaviors, if the conditions of that behavior matched to required condition. The AI would execute that behavior for a certain amount of time before checking a random integer again. It did not lead to smart AI. I got AI about as good as watching squirrels doing squirrel stuff in a park.
sup my negga
@@user-mp7sm6fv4y wtf lol
@@truemanofculture2353 lol it was just a joke XD
( I know it is a bad joke)
Choo Choo Charles should start physically looking more deformed and torn apart the more damage he takes. It could make him look even creepier and more menacing.
Kind of like Nightmare from Metroid Fusion!
Perhaps even change his attack pattern depending on the damage taken.
I would love to see that
Genius
That is 10000 iq idea
I think Charles should have a place he runs back to to heal after he's taken enough damage. Like a haunted, derelict train station or something. With a creep spider web/tunnel/nest inside. Perhaps the place if his demonic origin. After he heals, he can then return to hunt the player. Also--npc trains that coexist with the player would be awesome. So there are other trains Charles can hunt and afford you the opportunity to see what Chatles can do.
oOo
Yes 2 star mack this
Well like a shed were all the old traids are sonthing like that?
Maybe that can be the goal. Get weapons and upgrades find the station, and destroy it then kill Charles.
Maybe killing Charles is only temporary, and for as long as the station still stands he can respond.
That seems like it would add even more of a need to explore, and do quests imo.
I commented a pretty similar idea, like an underground facility that is guarded by cult members and accesible by charles, that has the haunted train's core, a blazing pulsating heart that if you destroy it you put an end to charles. Also the cult members would feed it coal to give power to charles.
And the award for "taken out of context" goes to...
*"So it basically executes your children from left to right."*
Lol
In some dev technos, parents often execute their children from a given direction. Parents are insane, dude.
"programmers" can be so cringe
@@jazzling As cringe as everyone can be I guess.
From the perspective of someone who just started trying to make a game, it's way more encouraging seeing failures than successes. Thank you for showing how much of a struggle it is. Your game looks ridiculous, and I love it.
I'm extremely impressed with this game, and especially the video format you use to log your development is extremely entertaining. As a hobbyist game developer on the side, this is all so relatable 😂 Hope you'll get some great breakthroughs with unique ideas in future development :D
yo wut up Zet :)
Ok?
i honnestly was not exspecting you to be here
Kinda the same style as Dani
yooo funny dead by daylight man
You should probably hide the health bar for charles, really adds to the fear factor when you don't know how much more it can take.
I think the best solution to this is having a health indicator through textures, like missing limbs and his face starting to get torn as well as his body.
Man where did yo get this idea XD
@@lutetiunn How about also having Charles’ whistle get creepier and creepier the more hurt he gets. Like normally it just sounds like a train whistle, maybe a little more demonic. But as he gets more hurt, his whistle starts to sound like a creature crying out in pain and rage.
@@SilentReaperOFC yesssss
@@lutetiunn more people need to see this, this would be very great because in some games i play it's like that usually the enemy gets bloodier after fighting them, showing basically that i have done lot of damage.
Idea: Make the weapons all situationally useful. Maybe every time Charles shows himself, he could have different traits or behavioural patterns that make the fights less repetitive.
It would be cool if he spies on you from afar and attacks you if you go far from your train. And if you can see him you can hit him with the boomer or bob and he’d take an increased amount of damage. Like it would be cool if he could create burrows or climb into the trees to surprise you at some parts
Good idea.
This is a great idea
@@crimblr oh yeah sneak attacks and head shots would do more damage headshots would do more sing his face is made out of a fleshy material unlike the rest of his metal body!
Yeah, like make him more aggressive and strong everytime he retreated. Also, he needs to add some nerfs on the Bob like it has limited ammo and carry.
Charles' screech when he's retreating sounds like its mixed with a train whistle. Whether thats intentional or not I still really like it.
Here's an idea: every time Charles is stalking the player after they leave their train he'll sometimes let out a creepy chuckle to taunt them
Additional idea: Charles has an option to sneak up on the player and will start to attack once you get on the train, or kill you if you don't notice him long enough
@@spooderlover3512 adding on to the additional idea: as charles gets closer to you, there's a faint heartbeat sound that gets louder the closer he gets
@@spooderlover3512 adding on to that idea too: as soon as he is right next to you when sneaking up, he makes a train horn sound effect.
Charles could occassionally toot his horn and not approach, specifically to make it seem like he's just fucking with you.
An electricity-based weapon named "The Conductor" would be pretty neat!
Shotty that can punch Charles' tickets.
I prefer shockomotive
@@ikhsanhasbi657 no
@@ikhsanhasbi657 nah
That does sound very cool
Yo idea you should have lots of “fake” trains around the map and give Charles the ability to hide as one of them!
Or at the final destination u find charles layer, a big train dump full of broken trains, and there that happens
Maybe add derelict Trains sitting around the tracks and it will give you two options to either scrap it or set up a trap for Charles like make it a reference to irl collisions as either it will serevly damage him or outright kill him
Could also add feature where charles' train shell becomes too damaged and he replaces it with one of these trains
Why u talking about trains
ruclips.net/video/I9ZnNbGHHQ8/видео.html
Idea: You should make it to once the train is fully damaged, charles can then jump on the train rip the top open and either eat you or bring you to his spawn which could be a cave or something where he traps you.
Charles should have a more screech-like whistle whenever he spots you and switches to chasing/attacking you, as a way to know when you’ve been seen
“Basically executes the children from left to right.” Damn I love programming.
You became a game dev because you wanted to suffer
I wanted to become a game dev for the infanticide, we are not the same.
you became a game dev to make games
i became a game dev because im a masochist
we are not the same
you became a developer to make cool game
I became a developer to make an original game, we are not the same.
@@nickelisblind Lmao
damn this game would be amazing as a co-op game, one player driving the train and the other shooting, both players swapping roles whenever, make the driving more difficult, clearing obstacles etc.
He already said its gonna be single player only. It would be sick tho. Besides, if the game gets popular people might mod it in anyway
@@Scaryland42 ya
I find it that any horror game is instantly less scary if you can play with a friend so I’m not sure
A random idea: If you do damage to Charles when he's running away it will affect his heath the next time you meet him.
Yes, good underrated idea. I think his maximum health being reduced every encounter and showing battle damage on Charles would do a great job of making him feel more real.
Nice
Game is out so this doesn't matter, but maybe he regens over time while he's in his hiding phase, and thus more damage means he stays away longer.
I’m really hoping we get some backstory for Charles. I’m a sucker for hidden lore when it comes to horror games, and I’m genuinely curious to know how he came to be,
(2)
He found out who Joe is
He knows Obamas last name
@Jacob His last name is II
the ungodly lovechild of thomas the tank engine and kumoko
This looks terrifying and I need it
Omg Relyea??
ayee wassup
Yo, what are you doing here, you have to make more Hollow Knight content
oooh I wonder if you'll make videos once this releases
@@kirayoshikage595 I’ll willingly donate my hands to you kira
Here's a terrifying idea: Instead of a healthbar, make visual indications on Charles' model to show how much damage he's taken, and maybe add a "sprint" feature at extremely low health.
yeah how about visual scars and dents and scratches on Charles as he takes damage and a critical hit where if u hit him at a specific point it will splatter blood everywhere including your screen
Maybe as damage is incurred the metal on Charles get stripped away, showing flesh and bone under it. He's just a meat train!
might be cool so that the healthbar only shows ones hes been damaged if this isnt a feature already, so theres the paranoia of having to look around for him constantly.
I think it’s a great idea. Maybe have different difficulty. For example, normal difficulty would be: show Charles health and scratches on the train. But then for hard would only be the scratches and all of that. Therefor saying that hard difficulty will require a lot of experience to know about how much heath Charles has by just looking at the damage on him . Hopes this makes sense XD
"Press [shift] to run"
"oh god oh SHIT OH GOD OH FUCK"
Some have suggested a detection bubble that still has the search timer. In addition to this, it could grow in size as the player progresses the game’s story. Obviously it would have to be shut off for a bit if Charlie finds the Player but loses them after (wether that be due to combat or stealth).
Of course, Charlie would a cone of vision that, regardless of if he just lost the Player or not, would always activate a chase if the Player is in it.
Dunno how the game is doing or if it’s done as I have not checked your latest content yet but I hope this may assist in some way. Have a good one.
That's such a good and underrated idea. I think the detection bubble getting bigger and bigger every 5 minutes until it covers the whole island basically would be great. And after your inevitable encounter, the bubble reset back to the default size and keeps growing again until the next encounter.
I think it's really important that Charles doesn't hang around too often so he wouldn't be a constant annoyance while you're trying to finish the game.
The instance of Charles running sideways is probably one of the more believable sets of movement I saw (now I just need to move to Australia to get better footage of spider movement).
Ha!, I'm already in Australia and some spiders the size of your hand will litterly jump at you to get a bite
@@pipdoesstuff3709 thank you for reminding me to never go to Australia
Imagine
Strafing behaviour
What if he had webs where he could detect you from webs laid on the tracks
This could also lead to a homebase (a massive spider web)where you could track it down (with more frequent encounters as you got closer) and then Burn it , it could enrage him but he wouldn’t have a place to regain his health anymore
I like that idea. He could build these places time to time again on random parts of the map. You would need to find them and destroy them, once he has none he had no place to hide and would be vulnerable. He could go desperate and even avoid the player though that would make it harder. A rage would be the more "user friendly" option.
@@overfailed3639 Ohhhh, it would make an intense and desperate final battle, imagine Charles becoming even more nightmarish, agressive and intelligent the more you push his survival/hunting instincts, it would also make a move deeper exploration of the world, (Force you to explore it in a certain way and not only rely on the railroads for safety/a quick escape) Yes, the train is your ideal chance of survival, but you can't run away forever and if you don't destroy his healing spots (Much like the ender dragon) You WILL NEVER WIN, it would be forever chasing you as you try to survive.
Also since there's other people living in the island (That know the existence of Charles), the idea of some kind of Cult that worships the creature as some kind of god and offer sacrifices to him (Maybe he does not attack very specific people as long as they keep feeding him while others hide in their basements or something when the creature is near and the player can watch it roam between buildings from the window and has to NOT MAKE NOISE and turn off all the lights, or else a spider leg will break through walls/windows to injure the player, if you have low health, it triggers a cutscene of you getting pierced through the chest and violently pulled out through the wall) If you survived the attack, you get banned from the building since the people WARNED you to not attract the monster so they don't have to waste resources repairing the place/have Charles hunting them too/the cult targeting them for not 'feeding' their god, it adds a touch of 'Life' to the world and that this threat IS VERY REAL.
The player can discover the lore and secrets of the world as they interact with certain people, some that secrety plot to feed the player to charles and others who want the player to kill the spider train to be free of this nightmare, there could be moments where the player gets kidnapped in their sleep and tied up somewhere for Charles to find and eat, if the player doesn't break free on time they get a jumpscare of Charles eating them alive, also, if we fall asleep near the bonfires while Charles is near, you get another jumpscare of him WAITING FOR YOU TO WAKE UP to then devour you, it would make him look more of a sadistic, vicious predator than just a spooky chase and escape-
Damn, this game has some potential, can't wait to see where @TwoStar goes with it...
@@zabirdy181 Yeah, I'm also curious where he will take it. It is certainly a very refreshing Design. The train being the only option for defense, but having to leave it to progress in the game makes for a high risk high reward gameplay and I would love to have this more explored. I just imagine these red glowing cocoons, the player plunging a knife into them, a furious howl (and maybe a distorted choo choo? Tho that would be more memey ^^) and then you RUN back to the train, knowing you did very much anger a certain steam propelled arachnid. The idea with the cultists is interesting, though I feel like he won't go that way. I think the people will be more like events that happen every so often, though there I could definitely see some worshipers.
The exploring aspect could become a lot more pronounced if you could find more interesting locations, like the healing spots, towns with no people, caves with the residue of charles former meals, railblocks he set up or that are just naturally there and you have to disable them, smilar to the way you change the direction of the tracks. Being forced to leave the safety of the train more often.
Charles went from "hey this ground tastes like dirt" to full skynet
I’ll be honest I kind of feel like it would be better if you didn’t have a health bar for Charles. It would be so much more tense if when you fight him you would never know when the fucker is gonna quit, which could be interesting. Sort of like in cup heads.
I agree with your train of thoughts.
It would be more work, but if Charles has battle damage or part destruction over the course of the game to show damage instead of health bars that would make the player vs. Charles feeling all the more important. A example being when Charles attacks he can be driven off if you do enough damage to crack/break off parts like his individual legs. It could even be part of the games difficulty curve. This means in the early game it won't take too much damage to drive him off by "cracking" something, but later on it will take more damage to "break" off a already cracked limb. The "Monster Hunter" series doesn't have visible enemy health bars but a system similar to this, if you want to borrow the idea.
@@basegrid461 ehe, train of thoughts
The thing it'd be also quite frustrating if yu don't have at least a way to know if your shots affect it at all. Or at meast if you actually hit him or missed. That's why in most shooting game flinching animations when enemies are shot are so important, it provides some kind of feedback. Here it'sn ot much of a option, at least not all the time, as too much flinching would stun lock charlie and destoy the chasse gameplay. (also look silly). Battle damage would be nice but it would require a ridiculous amount of work to implement.
@@aienforge8391 yup just realised I juined the joke with the typo of adding an s meant to say "train of thought." Regardless I still agree no health bar be better.
It's cool how the "Bugspray" doesn't deal much damage, but slows Charles down. Good for buying time to switch weapons or fix the train.
Yeah it seems very vital
I think its a bit too OP from what is shown. Its too good a weapon for stall tactics.
@@clonezero_RR do you mean that it slows down Charles _too much?_ If so, he could adjust it so Chales slows down a bit less or that the residual flames don't burn for so long, which would give a stronger sense of urgency to do things right.
@@blutarchmann9070 Yeah that. A small burst was enough to stop Charlie dead in his tracks. It either needs to have its effect toned down or limit the ammo for that gun.
great idea actually
An idea is to make a distant laughter combined with a train whistle when Charles hears you
Would not that ruin the element of surprise that is so important for horror games?
@@DiSpirith yes it would
@@DiSpirith not if it’s a sign of later behavior such as laying down bait/ambushes, scouting out spots to attack you down the rail or if it’s aware of where you may be going
1:50 As a UE4 Game developer, I cannot agree more. Ngl it was very comforting hearing that I'm not the only one hahah
Suggestion:
When Charles is near you, make his steps sound like big deep stomps.
Also maybe you could add that Charles gives off an agressive distorted train horn honk from time to time.
And maybe also when he is close to you and sees you.
I think that would add a lot to the ambience of the game.
it should happen when u honk your own honk it would be funny and scary
Maybe instead of stomping it could be stabbing sounds cus of those blade like legs. But very cool idea
@@aconfusedguy7735 Yeah I was thinking of the sound effect Doc Oc makes when walking with his machines
Very cool! For now, it looks like “The Bug Spray” is the way to go. While “The Boomer” needs tweaking, I think… Logically speaking “The Boomer” should be the most effective.
Another idea is that Charles could ‘upgrade’ himself with armor while he is away. And so, different weapons could be more effective agains those ‘upgrades’. E.g. “Bob” could shoot armor penetrating projectiles; “The Big Spray” could be effective against flesh, and so on…
I second these ideas
he needs to see this.
69 likes
I cant believe it.
69 likes
@@Really101yak but somebody ruins it😢
Would be sick of there was a tunnel on the map which you could choose to drive through for better resources, also gives you a opportunity to make it so Charles can crawl on to the walls in the tunnel or set up cobwebs that blocks the tunnel which you can destroy with help of the flamethrower or some kind of cocktail molotov
a tunnel would be perfect
3:41 you cant possibly catch me once i shift into
MAXIMUM OVERDRIVE!!!!!!!!!
yes, i liked it myself
I think get rid of Charles health bar and use his train lights to hint at health/damage. Will help with immersion and fear.
Ooh that's a good idea.
@@bumblebot2458 Thanks 👍🏻
Yellow: Normal/Full HP
Orange: Half HP
Red: Low HP
Black: Near 0 HP
I like that.
@@theCombine25343 well less color and more brightness. Also makes it interesting as he gets slightly harder to see over time, as he doesn't have his lights illuminating the front of him.
This game looks really interesting and fun, but I can see the combat with charles becoming extremely boring pretty fast. If I were you, I'd give him the ability to lay traps of some sort along the rail lines, requiring your weapon to destroy, and place the weapon in a position where it can fire 360 degrees.
Finally, a programmer-ish guy that actually inspires me, not one with a ton of certificates, a college degree and a butt load of expirence
Dani is a milk consumer and game developer who has 2 braincells.
@@apersonwhoenjoysskyrim3110 oh yeah and you can watch his progress cause he started with just very minimal
@@apersonwhoenjoysskyrim3110 How?
@@apersonwhoenjoysskyrim3110 3
@@apersonwhoenjoysskyrim3110 yep
He needs flanking AI so that he doesn't exclusively follow behind the train all the time. It makes him feel very 1-dimensional. He should be smart enough to start avoiding the trail of fire on the tracks after taking enough fire damage like you did at the end of the video. I also reeeaaally love how he starts to flee at the very end when you shoot him with the huge explosion. That felt not only very realistic that he would flee when at low health, but it also felt VERY satisfying and makes the player feel powerful. That was definitely an awesome clip.
a little thing you can add to the game is that if you shoot his legs enough they can get chopped off and he gets slower for an amount of time but say after a minute he regrows that limb back. just a little suggestion i love the game also cant wait to buy it.
I just started developing this year and it's hilarious to see someone else's experience I swear to god game development is the only art form where something you add or change completely ruins something that is not related or connected in any way. What a beautiful mess game development is ‼️
Oh? You just added the ability to tac sprint? Crouch walking now moves at 10% the normal amount for some reason.
And the most heinous problems, missed punctuation or capitals. I once spent 2 months on a project where it just wouldn't work, had 5 different people look at it, the 6th mentioned it was odd that a specific method wasn't capitalized. Sure enough, it was a Unity thing and it had to be capital. 2 months
Actually this is an issue with a lot of art, a small detail added here or there can add a different context or mess with the overall pallet of the piece, and in music an off-beat not or strange instrument addition amcan change the whole thing. Look at the Day9 trumpet vid.
I recommend adding a background music to intensify the fear and atmosphere. Maybe a bit of fog to make things look better or hide the graphically bad stuff.
YESSSS thISSS!!1 I hope he adds it!!
I disagree. I think that Charles screeching and the player's train's sounds are totally enough.
Idk. Dead Space w/o music makes it twice more scary
@@ΦίλιπποςΖαχόπουλος Check the left 4 dead 2 trailer where the dev's explain how specific music makes the game 10x scarier and better overall, he can totally check it out and copy some of the ideas IMO.
I love coming back to this after watching AstralSpiff breaking Charles and taking him on "walkies"
YES I love watching Spiff break games 🤭
I love how the flame trail can slow down Charles, These could lead to a Bug Spray and Bob combo that would be good for Close and Long range against Charles.
its so creative and smart
Bro's already figuring out the meta lol
doom + australia + train got it
The most ground-breaking part of Charles’s AI is that they leave when death is a risk
It's a game with only one enemy. So yeah, I'd hope so.
I love the concept for this game and I have some ideas that may help the game.
1. Blue prints| For some of the guns and maybe some upcoming items, you have to collect blueprints inorder to make things. This will be relevant with some ideas.
2. Flare gun| This could be possibly found early on and it’s use would be to scare off Charles while you where on foot. It would only be able to hold one round and would light up an area in which case Charles is in it, he would show up in that area as a red dot. Requires blueprint
3. Tracker Dart | This would be a late game blueprint which allows you to shoot a tracker at Charles and would last up to 2 min and would show where Charles is on the map. Would be a gun that u can’t attach to be train.
4. Outpost | This would be a small town on one of the edges of the map which basically acts like a safe zone where you can upgrade your train, weapons and buy blue prints for scrap. Maybe have quests there too. If you’re being chased by Charles the towns people will not open the gates as they are scared of Charles. (Basically stops players from escaping Charles instantly)
5. Difficulties| This would aka buff Charles health and dmg maybe depending on the difficulty, Charles would have a rage mode or different stages for his health or new abilities.
A rage mode for when we gets to half health would be cool
A tracker dart for…. Two minutes? That’s not a lot, it would really only be useful for when he’s near, as if you shot him with it and he flees, it wouldn’t be very useful.
3:55 "press any key to respawn"
Me: Alt +F4
this game needs to have co-op , imagine you are exploring a building for loot with a friend and then charles makes an appearence , then you both run towards your train and start blasting him with your arsenal , 10/10 survival horror experience
Let the character rise a respectful Middle finger to Charles when he runs away
agreed
I agree to
There’s no need to rush. Games like this can take years to perfect it.
I’m glad you’re doing it well. Can’t wait to see gameplays from other RUclipsrs.
Take your time, no pressure.
7:35 -mommy, mommy ? May I have a "oh you don't know what karlson is"?
-No we have that at home
Multiplayer would be great in this, I can just imagine panicking with my friends as we mess around
"Alright boys I got the scrap i'm headi- where's, where's the train? Nevermind I hear you guys honkin lol, WAIT OH SH-"
@@360foxgamerz2 Exactly
he said he doesnt know how to make multiplayer, and thats relatable as fk
YES
Charles is pretty menacing, but the game feels a little empty without less dangerous enemies. Does he have any other spidertrains under his command? Surely he isn't one of a kind, he had to come from somewhere.
(Edit) In the replies, Dade Rowley points out that maybe spidertrains aren't the only threat, maybe there is other hostile wildlife that could be put to use. Another idea could be bosses to get really powerful items/resources. Maybe webs of some kind could be placed on train tracks, and can get your train stuck, maybe burning them away can help. God, there are so many ideas. This game has soooooooo much potential that it's insane.
Honestly that is a good concept. I feel like there should be other enemies including hostile wildlife in the game to spice it up,
@@daderowley4514 ruclips.net/video/jAkw7bLfg0g/видео.html
5:53 Choo Choo Charles favourite food, human flesh and DIRT
An idea I had is to add train stations or trees on the tracks, blockades on your path; forcing you out of the train which could make for some thrilling experiences hiding or running from Charles on foot to complete an objective, would make him a much more brooding force to be reckoned with and would make the player feel even smaller and extremely helpless outside of their train... just a thought, games coming along great! looking forward to the release
the jumpscare wasnt that scary. I would add a little more time between the "You died" screen and the actual jumpscare, besides doing the Charles animation more creepy. Maybe our character camera going more into the mouth? like, we could see the throat and the inside of the mouth right before the end screen.
besides that, you're actually doing a great job, keep going! im hyped to see the updates :)
also, does charles have a horn? would be amazing a creepy one with a dark vibe. aaand... what about design? will we be able to design our train? like, change color, paintings? maybe im going too far but id love that. Oh, then while we were exploring we could find exclusive stickers and paintings. Would be sick, even tho it wouldnt help the game going scary... but well it depends of the possibility
Maybe also add a scream like 5 nights at freddy
@@tamarj1617 or maybe a demonic train whistle mixed with a spiders hiss
Ohhh what about a death similar to those in Alien Isolation where the train stabs the player and then eats them
oh actually that's a good idea! and similar to how some other horror games does it, the game could actually randomize the time before the jumpscare from lets say 1-20 seconds for example, just so players never really know when to expect the jumpscare
@@minkabbey704 fax
here are cool mechanics: (you dont have to code this in i just thought it would be cool for you to see my suggestions)
1.stats like hunger,thirst and energy
2.fuel and ammo for the guns and the train
3.caves that have new items
4.stores that you can buy ammo and fuel and other items and can be destroyed by charles
5.a crafting system to make stuff in youre train
6.a talking system that lets you get scraps if you give good info
7.a engine for the train that needs hot water and coal
items:
1.stalagtites that can give a massive boost to youre train stats
2.ignius that can upgrade youre weapons
3.pebbles that are an upgraded scrap
4.hot liquid that can be put in the engine
5.coal that can be put in the engine
crafting:
1.a canteen that can pick hot and normal liquid
2.a chair that can b placed in the train to reset youre stamina
3.bottle that can turn hot water into normal water
You're making great progress and I can't wait for release! I'd personally like to see more done with how how the player interacts with the train outside of the blueprint menu. Repairing and upgrading could be more engaging than a simple button click, but since you're handling the code yourself I know how hard it already is. Keep up the good work! I look forward to more!
F in the chat for the Pringles mascot who died at 0:42.
The Pringles Incident, circa 1987
It looks more like you without the monocle and hat
F
Ohhh, Zardy x ChooChoo Charles Crossover
F
Here’s an idea: what if at one of the towns or buildings there was a person who you could recruit with scrap or something that could auto repair or auto fire at Charles or just automatically do something for you like collect fuel.
At the late game you would have like a whole crew doing everything for you lol
this is a really good idea. would be cool if you keep on expanding your train and add extra compartments n stuff
I think it removes the survival asset of the game, ya know being by yourself with a monster trying to hunt you down, adding a person you can recruit would remove the feeling of loneliness and I myself would probably end up being around these buildings for support, an alternative is to have mines that you can scare away Charles with. This is just my opinion tho.
@@brewsmusic I guess your right, but they could just only collect a small amount of materials or whatever ,so it was just like a little bit of help and not an over powered upgrade that ruins the experience . Or maybe you could unlock them after you first beat the game so you’ve already gotten the full experience. Then it would just make a second play through more enjoyable .
Alternate secret romance ending - You follow a side quest where you tell Charles to stop being so clingy and finally, after so many failed attempts you meet a lawyer who gives you the "Get Served" launcher, that's when you serve Charles some protective papers and he decides the court fee's aren't worth it so he leaves..
But along the way, our favorite Spider-Train Charles meets an equally lonely and clingy Hercules Beetle Helicopter named Betty and before you know it... they fall in love. As all along, twas only the cleansing power of love capable of curing our Charles broken heart. Thus they run away together to get married, Charles & Betty... And they live happily ever after...
After birthing their 1st child of course... Thomas the Spank Engine.
(Wheeze)
man it hasn't even been released yet there's already a fanfic
dude made the best horror game of the year look how much youtubers played your game
Charles seems much more smart right now and he seems to evolve that bloodthirsty beast now. Good job!
But if i had to choose more features to him i would choose this:
1. "Charles has his own kind of territory" Meaning area of the map where he is more aggressive and maybe bigger? That area of the map should be highlighted to player and besides Charles being there more powerful, there you could find maybe treasures, weapons, quests and more stuff that are not only more powerful (weapons) and harder (quests)
2. "Charles could have nest or cave where he would live and sleep" Charles is still half-spider so he would own that beast/animal kind of behaivior too. Things that are scary about Charles to me are his movements, aggressive behaivior and unpredictability but at same time, if you spend much time being chased you begin to understand him too well and there could be change you could get bored about guessing and beginning to read he's next movements. Unpredictability is that word i would use when talking about Charles and best things to upgrade his behaivior would be adding new events and acts he would do when he is patrolling, hunting or chasing.
3. "Tracing" One thing that really now is gone better about Charles's behaivior is he's knowledge of surroundings and noises player, guns and train makes, but is there more sounds, odors, things that could trigger Charles's instincts and movements to other place, even not towards to player but even farther from player?
4. "Weaknesses" Thats one thing i have kept in mind when looking this game's development and that is Charles's weakness. Does he have something besides gun and train to keep him away or out of your range? "Can he swim?" "Does sun hurt him?" "Can he climb to tree?" or other these kind of things that makes he little bit more not OP against player but more realistic and humane? Charles is pretty scary and powerful as he is now but powerful doesn't mean better when asking from me. Learning curve to beating Charles shouldn't be too high or too low, but more unexpected to player and there could be more ways to make him weaker or powerful simply by shooting him or giving him time to rest.
Choo Choo Charles seems pretty good game to me from outside so now i personally only need some spice to this good food so there is more under the carpet than this we have seen today. This game keeps getting better and better with time so i wanted to help, giving away my own ideas and oppinions about this crawling adventure. :D
I think something that you're probably going to add but i can't wait to see, or in this case hear, are super spooky sounds for charles, I can imagine super scary screams and a kind of distorted choo choo, that would be awesome
3:37 "sometimes he would randomly break out into dancing"
this cool concept was killed off in cold blood...
I think there could be a kind of cutscene when "charles" died that would be his phase 2 where he could gain new abilities, get more monstrous, camouflage and climb trees, and his life bar would get full again.
The question is when would that happen. Your only way to defend yourself agienst Charles is with your train and the train right now only has like 4 weapons. So a phase two would be overwhelming. Also when would this phase two happen. When you kill Charles? That wouldn't happen because once he gets low he would just run away. Also people would exploit thos trick and never kill Charles so he doesn't get to phase two and just play the game normally
@@olp3850 The goal of the game is too kill Charles though
Oh shit you're the creator?? Dude I ran across this game on steam a few months ago and I've been checking on it since. It looks amazing and I can't wait to play it, keep up the good work man!
So how was the game?
(If you played it)😅
There is this thing that's called procedural animation, codeer made a tutorial about it, and it could prove useful in programing charles.
7:25 I was clapping don’t worry, very cool game and you have inspired me to try and make games myself because yes! 👏
You could try to give Charles stages in which he becomes stronger and more aggressive.
Maybe Charles can start building armour on himself when he takes damage so bullet do less damage and also he can adapt to how you play
Great idea dude
But he only bilds immunity’s to serten weapons at a time encouraging the player to explore and get new weapons.
Most of the thinks mentioned seem to be hard to implement, but I think Choo-Choo Charles should avoid fire that burns on the ground, finding the fastest may around without touching it.
This looks super cool! Just a suggestion (It’s my opinion, maybe It’s the opposite for others): I would maybe hide the health bar or make it more difficult to see. That way, you never know if he is near you and if he‘s at low health or if he will chase you for hours.
I love the alpha gameplay! The weapons, Charles being super persistent, and the finer details like setting the wooden parts of fire! Can’t wait to play!
This is really coming together, awesome job so far dude :D
Idk what i did but thx!
It would be interesting if Charles had a specific “Lair” that it goes to when healing, maybe a hidden location
And if you find it and managed to get in and out alive there could be some good loot there
3:41
Uh I think Charles ate way too many humans
Because he sure do be zoomin across the map
Question: will you be giving certain content creators access to the game early? (Dani, Barji, Polymars, etc) because I want to see some people play this game to it’s full
Yooooo.... you know dani
That's amazing
DANIIIII
Dani is nice
Time to hit Billy
Make flamethrower overheat because It seems easy to use and slightly op. 9:07 (But if there is an ammunition mechanic already, make fuel slightly more rare instead)
an alternative to this, leave ammunition rarity the same, nor an "Overheating" function like what is normally expected, Make it to where sustained fire rate for extensive time BURNS more ammunition for the same DPS. It would make sense, since most Flame weapons have a liquid fuel that releases VAPORS to burn, and when overheating occurs, it would damage the train a little, or the player while costing just a little extra ammo, (maybe like 1 ammo for every in game tick, but while overheated would eat 3, and damage the player&train for 1 hp for every tick, and if you are negligent to keep firing after say 5 seconds past overheating it would do more damage, while having lingering dps on your train.)
Hey! Remember at around 1:30 (in the video) where the spider becomes a lovecraftian monster? Maybe you could make that a feature! Not the lovecraftian part tho, i mean the raising up part.
Maybe ya could make it so that he raises up (aka extends his legs and basically goes on his spidery tippy toes) and looks around when like for example every 5 minutes to try and find you, or if he does know where you are he would stare at you from atop the treeline while being far away.
Just imagine seeing a spider train in the distance poking its head above the treeline trying to find you, or just staring at you, letting you know he is there and that he is coming.
Imagine it's just a hallucination, the spider points behind you, then BOOM, spider train poop
I love the evolvement of the barred door. Keep protecting yourself from the secret army that's after you for making Charles
I want this just because it looks like pure dumb fun. It has a competent and fun-looking combat loop and a unique idea that's done really well based on the footage.
Something that might help out the fights from becoming too frustrating: weak spots that can interrupt him. Possibly shooting him in the legs to slow him down and give you some breathing room
You can also look to those old arcade rail shooters like house of the dead or jurassic park: give him special attacks he has to wind up, with weak spots that can be hit to interrupt him
Love those kinds of games lol
I have some ideas: give charles some critical points so the fight is more engaging, build some structures around the map with secrets, scraps, maybe some lore with chests etc so the exploring is more interesting
It would be awesome to add an evolution system for Charles. As you do more damage and Charles heals, Charles improves his abilities in a random way. Maybe he becomes faster, does more damage, or gains a ranged weapon of some kind. This would give each play through a new experience
whenever charles is roaming around and the player is watching, if the outer parts of charles cone of vision detect the player, make charles stop completly and then slowly turn his head towards the player, after a 1-3s stare contest charles should start chasing the player
That would be terryfing
@@Space_leopard ...and hilarious, even.
@@Hamster-py2lf
The eternal "Is he looking at me ?"
Got you…heheheheh