What Choo Choo Charles Hides Off Camera from the Player

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Published 2022-12-11
In Choo-Choo Charles we have a huge open world map to explore. But how does the game work behind the scenes? In this video we'll be heading out of bounds, sequence breaking the game, and looking at all things hidden in Choo Choo Charles!

A big thanks to Two Star Games for giving me a copy of Choo-Choo Charles early! Check out the game here! ► store.steampowered.com/app/1766740/ChooChoo_Charle…

Subscribe for future videos! ►    / @horrorscoped  

Written, filmed, and edited by SwankyBox.

#choochoocharles #horrorscoped

All Comments (21)
  • “Olympic sprinter Eugene” I’m SO glad someone mentioned this old man absolutely getting it up that hill at the start
  • @BeastGamingHD
    You missed another Easter egg. If you press F10, you'll be prompted with an option to "activate moist". When activated, the next time you encounter Charles, Charles will have a face of Charles (moist critical). This works at the start of the game as well.
  • @Fiz1zy
    What surprises me with the post credit scene is that all the eggs are physical models. I thought they'd just be light sources really far away, but no, they're actually eggs! Low poly eggs, of course, to prevent computus explodus, but still a surprise
  • "Olympic Sprinter Eugene" I guess people are shocked to see a rare friendly NPC that can keep pace with them when they sprint.
  • @Dustooon
    I didn't know there were more monsters in game, that's really cool!
  • @Hokatoman
    The Cultists have all the same Face because the developer make the model but because it was so exhausting to make several characters, he copied one model and gave them all masks.
    That is also the reason with the one woman. He made her arms too short and because he didn't want to work on the model anymore, he gave her the Pet Rock that we all love.
  • @filipo5823
    If no one knows this game took a whole 6 or idk years to make i know how the owner felt the pain
  • @m_affiliates
    I think it would be cool if you analysed Charles' AI next
  • @3DPDK
    Just a couple of notes:
    > The moon is more correctly called a "billboard". It is a simple flat plane, a single sided polygon or mesh, which is why it disappears when you go behind it. A true "sprite" is an image without geometry, rendered after and on top of the 3d image rendered to your screen. You can NOT move around and behind a true sprite because it has no presence in the 3D scene, only on your screen.
    > The stretched grass texture is an artifact of the hacked camera view. Texture Level Of Detail is determined by view distance to the player's character position, where object visibility (render distance) is determined by screen position of the camera. The hacked camera can change it's screen or view position, but (apparently) leaves the character position unchanged. The texture L.O.D. remains fixed to the current character position. If you could walk the character to the edge of the map in normal game play this stretched terrain texture would gain in detail as you move towards it.
    > As far as I can tell all the human characters in the game were generated in Fuse, a free software available on Steam (FYI to those aspiring game developers). Although the character features are nearly limitless in Fuse by editing the default characters' features, there are only a few hair styles included in Fuse, and all are recognizable by anyone who has used Fuse. The animations for the characters were most likely added using the online Adobe animation tool for Fuse, which if true, is why they have no facial animations in dialog The Adobe animation tool has no facial animation. Fuse characters also have unusually modeled eyeballs with overly reflective, concave irises. The reason many times they appear to be looking up is because the bottom half of their irises are overly reflecting the ambient lighting making them white. This would be difficult to correct if you don't know your way around the associated texture and reflectivity maps.
    > The reason to hide a character inside an unseen area is to avoid game lag from loading it and it's animations into memory every time it's needed in the game. All of that can be loaded into memory at the game start. The reason for hiding the spider-train in a cube under the terrain may have something to do with it's target seeking A.I. or it's a simple way to give it a "home position", or both.
  • Thank you so much for doing this BTS look! It’s so interesting to learn how these kind of games work
  • @BetaTester704
    what happens if the box containing the mini Charles is deleted? will a tiny Charles chase you down?
  • @crackingly
    5:50 I'm not sure if this is intentional or not as a reference but the fish monster looks pretty similar to the monster from the korean movie The Host.
  • I am honestly impressed that this cool of a game was created by one guy. Or was it a few people? I cannot remember
  • @LordBakon
    The text saying your not supposed to be here is basically the wandering sin bendy
  • 8:21 If you pause it when the camera looks at the wall, it looks like there's a monster with 2 huge sharp teeth just staring at you. it might just be me, but it might be another monster
  • @boanoah6362
    You forgot to mention that base Charles actually just has a giant spider in him, that's where the legs are coming from and it's abdomen in his caboose.

    It's an almost full spider in there from what I recall.
  • @redvr8561
    Ngl horror scoped will never fall off like this👍🏻