Game
Hello, Neighbor! Reborn
1 month ago

Frequently Asked Questions (READ THESE BEFORE ASKING STUFF UNDER POSTS. IF YOUR QUESTION IS IN THE FAQ IT WILL BE IGNORED)


Q: Will you do a remake of every hello neighbor game/version?

A: No. HNR is my only hello neighbor related project. I have no interest in anything from the HN series besides the early versions of HN1. HNR is intended to be it's own thing, not a remake of any existing versions.

Q: What is the new version of HNR gonna be called?

A: Hello, Neighbor! Reborn. Updates from now on will be properly named, with the title screen displaying something along the lines of "Alpha Version .05" The first of these updates will be called "Rewritten"

Q: Will you add the neighbor hearing throwing objects?

A: Maybe. Maybe not. All depends on how functional it is and if it works with the game.

Q: How about you make it a toggle?

A: No. Settings in games follows a bellcurve-like pattern. The more options you have, the more customization you have, until you hit an apex. Then it gets to a point where there are TOO MANY settings, in which case most people will be discouraged from even bothering to change them, which would make them entirely useless. Sorry, but I'm not adding a toggle for niche things like how the binoculars zoom in or how light sparking works.

Q: Why don't you change/add x, it's more accurate to (game version/pre-release material)?

A: Doesn't matter. If I don't deem it to be a change beneficial to the game or I don't think it'll work, then it's being axed. Sorry to everyone who was hoping for multiplayer or crafting items shown in the kickstarter.

Q: Mobile Port?

A: No.

Q: I found a bug!
A: Cool! But bug reports are currently invalid, since the entire game is being built from the ground up.

Q: Will you add alpha 1 style throwing?
A: Yes! I've actually already done this and it will be an option in the next public release. (Right Click + Left Click will still be the default)

Q: Will the second floor be redone?
A: Yes. ANYTHING you see in pre-release or release builds is subject to change.

Q: Easy/Hard Mode?
A: Probably not. I prefer the idea of the game difficulty being dynamic with your skill. As you get better, the AI also gets better. Being stealthy and getting caught less makes it easier than running and getting caught constantly. I may include a harder difficulty though for people who are gods at HN games. Easy mode is never happening though.

Q: Will you add a player model?

A: Probably not.

Q: When will the next update come out?

A: Can't say for sure. It's still a ways off, but it'll most likely be before the end of the year.

Q: What's the story?

A: You'll find out eventually.

Q: Will you make the neighbor see the flashlight beam?
A: Maybe..? If I ever impliment my idea that the neighbor sees worse in darker rooms, maybe.



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was testing out different lightings for fun and im wondering... which of these do we like the best? (5 different lightings with two different angles each so you can compare)

these are not final, im just tryna figure out which direction i should go in

absolute lamp

or what about this..? (second design i came up with just now cause why not)

interactable toilet. big changes i know!! (note: the neighbor WILL hear the toilet flush, but for the moment he is deaf)

still not finished yet. still working on getting the sky color and brightness exactly how i want it. but how's it lookin so far?

question: how do we feel about the neighbor having a stone path instead of a dirt path? (or both?)

also yes im back and development is back hi

also, detail :)

following this post, development will be slow for a couple weeks. my girlfriend is visiting again so that'll be my priority for the time being. i hope you understand, and ill be sure to keep updating you all as often as i can!

how do we feel about the new lighting so far..?

testing out another new concept :p

just out of curiousity... what do we think about something like this..? (old look for comparison)