Wow, i actually like this. I heard that the project was finished but could i pay you between 20$ to 100$ to add or modify some stuff? The price will depend on how well executed it is, 20$ being the minimum price obviously. The stuff i would want would be settings and visual buttons for mobile. Let me know if you are interested and want more information. Thanks!
Thanks, but still put the donations as an option when you reupload the game, i will still pay you. So for the game itself, add a use button (E), solutions, make the enemy patrol, add furnitures for the empty rooms in the neighbor's house, make the doors openable, make a sensitivity ajuster, make keys and locks that work, add a simple ending, if you can, a beginning animation, add a main menu, remodel the house to look basically exactly like the one in hello neighbor alpha 1 if possible. Basically, polish the game. If everything that i named is added, i will pay you 20$ or more (depending on how well executed it is). If some features are missing, i will pay you less than 20$. If nothing is changed, i am not paying (obviously). Your deadline will be the 25th of december 2021. So, 3 weeks. The date of release will also affect the price i am paying (less if after the 25th, more if before). If you have any questions, you can ask them here or email me at fecn...@gmail.com. Keep me updated around once every week, thank you, and good luck!
Hello Neighbor is a stealth horror game about sneaking into your neighbor's house to figure out what horrible secrets he's hiding in the basement. You play against an advanced AI that learns from your every move. Really enjoying climbing through that backyard window? Expect a bear trap there. Sneaking through the front door? There'll be cameras there soon. Trying to escape? The Neighbor will find a shortcut and catch you.
RTX Remix is a modding platform by NVIDIA, which allows modders to create stunning HD remasters of classic games (see all supported), with ray tracing and DLSS. Playing RTX mods requires a RT capable GPU. Learn more here.
So while I at first decided to make this mod HN2/HN1 artstyle, I changed my mind about it. The mod is now kind of mixed-art, and if you don't understand that, let me elaborate. The models and houses will still be in the new artstyle, but everything will use the old art materials. Here are some images attached to show you what that looks like ingame.
Anyway, I also want to make this mod open-world, the build releasing soon might not have it included (since it is still being planned) but the basic idea is that there are NPCs outside the main area you can talk to. They might give you hints, or special items that could help during gameplay. But some NPCs might require money, which can be stolen from the neighbor's house and given to them. Act 1 probably won't rely heavily on this feature, since its still simple and easy to beat.
Finally, I've decided to include an alternate special mode, I haven't thought of the name yet, but the idea is you can play old builds remade, starting with the pre alpha. I've never seen anyone recreate the pre alpha in mod form that well, so I decided to take the challenge. I already edited the model, so you don't have to worry about getting stuck or the Neighbor's pathfinding breaking, it functions just how it should and the neighbor can access anywhere he needs to. It will most likely have all floors accessible and let the player get on the roof too. I can also promise new puzzles, and it won't be like the confusing puzzles in the full game, you will have to actually strategize and think to solve them and progress.
The release for the beta version will most likely be next week, but if not then it should be coming out in less than a month. The OST is finished, most if not all the music will be made by me (chase music, cutscene music, menu music and some ambience.)
help me pls, im trying to play mods in modkit, but im cant because or the texturers are glitched or the files dont work correctly example: in home alone neighbor mod, when im try to begin the menu, it dont work, im try to select other chapters but it give me a error, same thing when im try to back to main menu, help pls?
Hey i got lil problem with the kit. The Scenes will not just show up, like the game is having some scene i can hear the audio but i just stare somewhere until the scene ends. and it like this in every mod. please help me
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You play as a man who just moved into the neighborhood and, as it turns out, your neighbor from across the street is rather, shall we say, eccentric. His massive, colorful house defies the laws of physics and all sense of taste or modesty, looking as if the architect drew up the plans while on a severe acid trip. This towering palace of oddities comes complete with a gigantic windmill, rooms built on rickety stilts that appear totally unreachable, and even what looks to be a roller coaster.
A proud Seattleite, recent expat, and wannabe novelist, Mike loves to travel, to eat, to drink, and to play video games...excessively. If you don't think tattoos, scotch, soccer and 80's synth go together, think again.
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You can play Hello Neighbor [official site] right now, for free, and I strongly suggest that you do. Not because of any great qualities in the design, but rather because some of my favourite things about it might get 'fixed'. I'm thinking of the time the chase music began while I was in my own home and the neighbour's face pressed against the window suddenly as he tried to run through it to murderise me. Or the time when I hid in a wardrobe and tried to lean so that I could peek through a crack in the door only to find myself leaking slowly through that crack and directly into the neighbour's line of sight.
Hello Neighbor is a first-person stealth horror game in which you play as a concerned citizen. Or an intrusive offspring of the surveillance state. It's not clear. The pre-alpha build, which is available to download as of yesterday, doesn't provide a great deal of context as to why you decide to go snooping around in the house of the chap who lives across the street, but that is precisely what you must do.
There's no backstory yet, nor even any objectives or instructions. You're in your house, which looks full-sized but is apparently just a tiny bedroom and even tinier hallway. That in itself is a little bit creepy. I think it's because the map is unfinished but in my head canon, the whole building is a fake, hastily constructed so that the burly fellow across the street can be monitored by oppressive government agencies.
And then you wake up in bed, in your fake plastic home. I'm not sure if an explanation is needed as to what happens in between capture and awakening, but none is given at the moment. There's some continuity between one 'life' and the next so I don't think it's a case of starting fresh as if the capture never happened. Maybe the glimpse of the basement was all a dream.
You're essentially playing against two versions of the neighbour. There's the actual man, who moves around the house, getting caught up in activities that lock him in place so that you can sneak around undetected, and then there are the traps that the man has prepared. The claim from the developers is that he'll learn from your behaviour and their explanations as to how that might work are actually believable.
I can see how the interplay of those two systems could create some neat moments of emergent drama, tension and horror. Knowing that it's important to change up the routes you take and the hidey-holes you utilise could prevent rote behaviour, which is common in stealth games. Drop me in Lord Bafford's Manor, the first level of Thief: The Dark Project, and I fall into autopilot, an unthinking routine of blackjacking and sneaking. The unpredictability of Hello Neighbour could be the key to its thrills, but there's little of that on show in the demo.
It's hard to get a sense of how he reacts to things because the primary thing he reacts to is seeing or hearing the player, and the result is close enough to insta-death that there's no space for observation, never mind reaction. Watching him from afar is more satisfying, but he falls static quite quickly, finding a set activity that places him in one part of the house so that you can plan entry. The relationship between the player and the neighbour needs time to grow, through surveillance and chases that are more Tom and Jerry than actual cat cornering and killing mouse.
The concept and setting are as intriguing as ever but this little slice of what Hello Neighbour might eventually be has, more than anything, made me even more aware of the scope of the design challenge. How does a single, small space support not only credible sneaking and hiding, but also contain an AI character that isn't too efficient a hunter? I look forward to finding out.
There's something intriguing about a locked door. What's behind it? What secrets is it hiding? How far would you go to find out? In Hello Neighbor, a stealth horror game being developed by tinyBuild, you'll get to find out. The odd little man who lives across the street from you is clearly hiding something behind a triple-locked door in his house, and it's up to you to completely disregard his right to privacy.
I played a bit of Hello Neighbor's pre-alpha, and attempted to break into my neighbor's house a good twenty or thirty times. My neighbor wasn't super happy about it, and the horror portion of the game comes from his attempts to chase and catch you (when he does, you wake up back at home and can try again). It's a strange little setup, because you're certainly the bad guy, and he has every right to kick you out of his house for snooping without being treated like a monster. But he still feels like a monster and you, though trespassing, are somehow the victim.
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