â„–15080972[Quote]
Here's my idea with the fuse boxes
>The bureau
>You find a radio in the lobby
>The monster is the security guard
>The bureau starts very dark, with many closed electric doors
>Every time you find and fix a fuse box, parts of the location will light up,locked foors will open, and some security cameras will be enabled
>The more you fix, the more you see, the more visible you are
>Security guard is alert to visials from cameras and sounds, but is also quiet
>To know where he approximately is, you have to turn he radio on
>The louder the radio is, the closer the monster is
>And he can also hear your radio sounds, so don't overuse it
â„–15081019[Quote]
A constant shapeshifting distorted 'jak
â„–15081038[Quote]
>>15081019What will he do (except for shape shifting)?
â„–15081093[Quote]
Bump
â„–15081116[Quote]
>>15081038He consumes things to grow larger
If he consumes you, you go to a corrupted dark dimension, but you can open a safer portal that leads there by killing him
â„–15081123[Quote]
>>15081116We can't kill monsters in my game (at leat conventionally, there won't be weapons), how could you tell?
â„–15081152[Quote]
>>15081123There could be an item that you activate that explodes him then or something
â„–15081183[Quote]
>>15081152I dunno about the dimension stuff, the game plays inside a 12 story tall building. But if a monster consumes stuff as a mechanic, them maybe we could find bait and throw it in a dangerous place. The monster is lured and killed
â„–15081242[Quote]
Bump
â„–15081320[Quote]
itt op is too lazy to design xis own game
â„–15081327[Quote]
>>15081320I'm just discussing ideas with people
â„–15081619[Quote]
Ok, here's another idea:
>Construction
>Monster is a buff retard that charges at you
>Can bust through walls, making ways into new rooms
>Once you find the room with the exit, you have to bait him into busting the door open
>Retard breaks through the door and subsequently goes through the stairway's rails, falling into the abyss
>You can now proceed downwards
â„–15081630[Quote]
A monster with long hands who can grab you and drag you down to other floors
â„–15081649[Quote]
>>15081630No. Going down to floor 1 and put of the building is the goal. Stairways are resting places between the he floors
â„–15081656[Quote]
>>15081649Retarded phono ruins my typing
â„–15081723[Quote]
>>15081639Who's that and wha does xe do?
â„–15081762[Quote]
>>15080964 (OP)I thought up a boss floor with squirrels last thread but I don’t think anyone saw it so I’ll post it here too
>you’re in a laboratory with a bunch of squirrels in cages, if you get too close they’ll get out rid the cage and run after you for a bit before returning to the cages>squirrel bites don’t do much damage and you can walk past a bunch of them without angering them but, once you get to the exit, a spooky doctor blocks the door and says you have to feed the squirrels nuts before progressing>you can only have a few nuts at a time and, if other squirrels see another one with a nut, they’ll chase after you until they get one as well>once most of the squirrels are fed nuts, a few more will come out of vents to surprise you or flank you if you’re being chased, these new squirrels are skeleton squirrels so you can’t feed them>the squirrels all have human faces to make them look scary №15081766[Quote]
>>>15081630 (You)
>No. Going down to floor 1 and put of the building is the goal. Stairways are resting places between the he floors
Ok have him drag you up the flors
â„–15081778[Quote]
>>15081747Yeah put him in one big room and you have to go around him without being stabbed or eaten.
â„–15081804[Quote]
>>15081766I think with how the game is, such loss of progress will be very tedious to deal with
â„–15081829[Quote]
>>15081762Yeah, I remember squirrels. But not the laboratory part, I think you said there'd be trees or something like that yeah
â„–15081846[Quote]
>>15081829That guy was someone else, I changed the idea a bit.
â„–15081873[Quote]
>>15080972How fast would the guard be and how could you lose him? These mechanics wouldn’t matter if the guy’s super slow.
â„–15081947[Quote]
Ok, here's what I think:
<Spike snake idea:
>Location is a heavily rundown hallway with rubble and debris piles
>The spike snake patrols the trench below
>You have to jump between the debree and trash piles not to anger it
>Sometimes you may have no choice but to fall into the trench and make a run for the furthermore trash pile, while the spike snake is chasing you
>Basically it's like that Amnesia water section
<Squirrel idea
>Solid idea I think, makes you think about your limited inventory
â„–15081978[Quote]
>>15081873While I was thinking about other stuff, I'd like to add some more to j guard idea:
>Once the electric doors are open, you can close them>If you open them, the guard will hear and move to the door you opened>If the guard sees you (directly or through camera), he will chase you very quickly >You can close the electric doors to stall him, it takes some time for him to open them>If he doesn't see ou for a while, he goes back to patrolling â„–15081992[Quote]
>>15081873What if the bureau floor has a lot of rooms with multiple doorways to them. You can close these doors while the guard is chasing you and, while he will open them, if you run off to some other room he’s not gonna follow you then. That way the cameras can still be a threat cuz now he knows where you are and he won’t be as discouraged from chasing you. Also give him (and the manager from the office level) a movement speed slightly faster than the player to keep pressure on them to do the thing to avoid them.
â„–15082000[Quote]
>>15081978Great minds think alike
â„–15082014[Quote]
>>15081873So basically the guard has SEVERAL ways to start a chase, and environmental awareness is key. But unlike the manager, who you hide from in plain sight, this guy you must keep distance from at all times
â„–15082040[Quote]
>>15081947For the laboratory, I’d also like it if you can carry empty cages and place them somewhere else. That way you can strategize which squirrels you want to provoke and which ones you want to super provoke by giving others nuts (remember, once they’re super angry, they won’t stop chasing unless you give them a nut).
â„–15082050[Quote]
how about some blind retard that's carrying a weapon on his side and only that can kill him, so you have to sneak up to him to steal his weapon then kill him? could either be lodged into him or just carrying it
â„–15082057[Quote]
>>15082050This could be a final boss thing, OP doesn’t want his monsters to die but maybe the end of the game could be an exception?
â„–15082067[Quote]
>>15082057Yeah, we can make an exception. I just don't want the ability to kill to turn survival horro into murderhobo. So if there's a genuine mechanic behind killing, it'd be more fun
â„–15082082[Quote]
>>15082057could be like kinda like manhunt's final boss (but blind)
as in, blind retard with a chainsaw or some other powerful weapon that charges at every noise
maybe you'd have to lure him into doing something that stuns him (like ramming his chainsaw into a heavy wall so it get stuck) so that you can take the weapon because otherwise he notices and hits you
â„–15082084[Quote]
>>15082067Do you have the first thread archived in case we’re forgetting a good idea?
â„–15082103[Quote]
>>15082084No, I don't know how to archive. I just memorised everything that we had a concrete idea on o algo
â„–15082110[Quote]
>>15082082That might be a bit too similar to the construction guy mechanic, or are we replacing that with this guy? o algo
â„–15082125[Quote]
>>15082110Ehh, construction guy was a brief idea from the top of my head that's more of a placeholder. I'm all for killing the final boss. And as I said, it's more of a victory lap, so it's more fastburn
â„–15082145[Quote]
>>15082110Although we could mix the two ideas:
>You find a weapon>You find the monster>You provoke him he charges>His weapon gets stuck in a wall you come from behind and smack him>Repeat until he dies>Take his weapon and break through the exit door â„–15082156[Quote]
>>15082145And to make it more interesting, after each strike you have to find a new weapon somewhere else
â„–15082164[Quote]
>very tall building
>you have to get to the bottom
>monsters
>4th reason
<nusois are just making changed
kek!
â„–15082182[Quote]
>>15082164What? Nigga how is ts changed? Get that furnigger fetish brimstone outta here
â„–15082184[Quote]
>>15082164Even for this is more like 123 Slaughter me Street
â„–15082189[Quote]
are there any friendly npcs? if so, there could be a sick bastard skinwalker that impersonates a friendly and talks quietly to get you to come closer, but when you get close he reveals his true form and starts attacking
â„–15082200[Quote]
Also I’m 4eb!JZlb. I had to refresh my phone because I “failed an integrity check” or something.
â„–15082207[Quote]
>>15082189I've thought of a kike that could appear on the stairwells between levels to sell you stuff, but decided against it. Other than that, no friendly npcs
â„–15082226[Quote]
>>15082207Have you thought of what the story is aside from the basic premise? We can make some ideas based off of that.
â„–15082235[Quote]
>>15082164>i baited 33% of the people in this threadgeeeeeeeeeg
â„–15082236[Quote]
I think that the 4 boss levels are complete:
>Office
>Bureau
>Trash trench
>Squirrel lab
Let's decide on the design of the 1st floor and the monster there
â„–15082250[Quote]
>>15082236I like construction/chainsaw monster idea but it feels a bit lacking for a final boss, could there be multiple other monsters that don’t attack you but block your way so the big guy has an easier time charging into you?
â„–15082289[Quote]
>>15082250Yeah. I just don't have an idea on how/what to add to aid him
â„–15082298[Quote]
I think the snake monster is underutilized in the trash trench idea, if you could just jump over it then you wouldn’t have to interact with the spikes coming in and out of it’s sides
â„–15082331[Quote]
>>15082298The risk isn't in jumping itself. You have to be certain you'd get your ass to the other trash pile, and miscalculating the snake's speed can get you killed
â„–15082342[Quote]
>>15082331Ohh, so we’d still have to juke the snake and avoid the spike coming out of its sides?
â„–15082343[Quote]
>>15082342If so then I’m ok with it.
â„–15082353[Quote]
>>15082226Honestly, I don't have a story. The premise is that you buy yourself a new apartment for cheap in some strange town, and get drunk alone/with friends to celebrate. You wake up, and boom - you're in some alternate town with monsters. Now you need to gtfo
â„–15082363[Quote]
>>15082342Exactly. You can jump from pile to pile where you CAN, but sometimes you just have to jump down and book it as fast as you can
â„–15082368[Quote]
>>15082353D’ok, would you like this game to be an opportunity to comment on modern life? I have a few ways we can do that with the creatures we have (office is self explanatory, music box monster could be a twisted fat soyboy, etc.)
â„–15082427[Quote]
>>15082368Essentially, my idea for the story is that, instead of going down the building, you’re going up to reach something. The building itself is an eldritch reflection of everything wrong with modern society and the thing at the top could be something of unique cultural value that the building want to keeps away from da goys so they can keep eating their goyslop. Does that sound interesting to you?
â„–15082440[Quote]
>>15082368I don't want it to be super deep. Just very simple co-op "gtfo from monsterland" type shit. But there's always room for depth, as long is it's not too much. Although it'd be funny to see somebaldi making shit like "Nigger behind door - monster analysis", like that "incredible gassy dogwhistle". Genuinely made me geg. As for the atmosphere, I wanted it to be some 3rd world commieblock
â„–15082478[Quote]
>>15082440Oh yeah that’s understandable. I do have a few interesting monster design ideas if you want to hear them. For instance, what if the flashlight stealing monster is actually the only other normal guy in this building, but he wants to stop you from escaping because he’s a homeless crack addict and wants you to die so he can take your money.
â„–15082530[Quote]
>>15082478Environmental/design storytelling is good. It doesn't clutter you gameplay and mind, but it's there if you're interested in paying attention. Like I said, the place turns into some alternative world, where your "normal" shit is twisted into a reflection, like the office with pretending to work in the face of a monster or the bureau being a mini-surveillance state. I still have no designs for normal monsters, just ideas
â„–15082541[Quote]
>>15082478One last idea for the final boss: once you only need to hit him one more time before he dies, every creature that isn’t a boss comes down and tries to attack you as well.
â„–15082549[Quote]
>>15082478I think I said it in yesterday's thread, but this was supposed to be a prologue to a bigger game hence its' small size. I'm all for a serious project with an actual story, but there needs to be a bigger, serious foundation. And that's outta my scope. So I want to lower my standards and learn how to make a glorified walking simulator with roguelite elements and minigames first though
â„–15082597[Quote]
>>15082530Oops, I already wrote down two design ideas for the monsters:
>music box monsterAs said before, fat soyboy, maybe he doesn’t have a head and you can see human teeth in his throat as he’s quickly stomping towards you
>slow monsterMake him like that one villain from doctor who that’s just a sheet of flesh, except it has tendrils with suction cups on its ends which helps it move and get you if you’re in a room and not the hallway (also give it sharp teeth, a reptilian snout, eyes around it’s body that are just sunken pits, and dark grey skin)
â„–15082604[Quote]
>>15082549Is it hard to get a unity asset of a homeless guy?
â„–15082605[Quote]
add a monster that induces hallucinations on you that block your vision
â„–15082628[Quote]
>>15082604No, there should be plenty of free assets
â„–15082645[Quote]
>>15082628Ok, well I think I’m ready to just focus on how the monsters look but I’m ok if you don’t know how to model stuff.
â„–15082704[Quote]
>>15082645I'll find some placeholders. Right now my main concern is the code. That's why I made these threads - I'll finalise the ideas with your help while I have some time before sleep so I could focus on coding when I have 2 weeks off>>15082645
â„–15082731[Quote]
>>15082597>Music box/boomboxI was imagining some sleepy lazy fat freak, and you need to turn it off befor he wakes up. Pretty similar to yours, just not an active threat
>Slow monsterI didn't watch doctos Who so dunno about this one. Could just be some wall of flesh
â„–15082736[Quote]
>>15082704Ok, well you don’t want to overbloat your game right? I feel like we have enough ideas already to make something interesting. I’d like to play test your game in the future though.
â„–15082760[Quote]
>>15082736>OverbloatingYeah, I've cut the original idea by 80%. This game is more of a practice for me. Walking simulator I think I can make wih tutorials. The main challenge is roguelite elements
>Play test I think itch.io is a good place to post a project like this. It's not too big, we have enough ideas for an interesting compact game
â„–15082766[Quote]
>>15082731Yeah I wasn’t thinking he’d be, you’d have to find the music box in a random room each floor and keep winding it.
â„–15082783[Quote]
>>15082760I just realized we don’t have that many reasons to make players go into rooms and not just leave the floor. We have the music box, we have the closet you have to go in to avoid the QTE monster, and we have the batteries and loot, should there be exits that are locked and you’d need to find the key?
â„–15082797[Quote]
>>15082783Oh wait we also have the tripmines. What if you could jump over them but jumping is pretty janky, so you’d be encouraged to find tools to break the tripwire.
â„–15082814[Quote]
>>15082783Of course. Key is one of the first items I've thought of besides the medkit. You can always try to speedrun the hallways (if you don't need to hide/loot), but some of them will be locked. This is one of the first internal design problems I had when thinking about gameplay
â„–15082819[Quote]
>>15082783What if you just had to go in rooms to avoid the QTE monster? Then you’d also have to interact with the behind-door guy in more stressful situations.
â„–15082834[Quote]
>>15082797>Wirecutters for a tripwireYou know, good idea, thanks. I thought that you just need to notice them and press a button to disarm. But now you need to find wirecutters to disarm the rigged door. Maybe even the door will be locked AND rigged, so ou need to find both items
â„–15082840[Quote]
>>15082819We already decided that in the previous thread, I remember
â„–15082876[Quote]
>>15082844Just look up “doctor who Cassandra” if you don’t want to wait for MPA
â„–15082896[Quote]
An evil, sentient stapler that drives nails into your feet if you idle for too long
â„–15082942[Quote]
>>15082840I was thinking they’d be in the hallway and not just doors. Those ones you could jump over, but jumping would be clunky to do (this would also make the snake fight more interesting)