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48792 No.2212   [Delete]   [Edit

im am making new game in source

it is call the passing

in the passing you are boy who find world completely empty one day. The temperature has gone down, TVs do not work anymore and radios can only intercept strange frequences.

Then, soon into the game, strange, wooden mannequins enemies start appearing. I'm not sure of a name for them. Stalkers? Mannequins?

Since the temperature has fell, it's easily noticeable on the environment: There's a fine layer of ice on just about everything, bottles are broken, and car alarms can go off randomly.

This is an old concept for the enemies and has long since been scrapped. The original idea was that it would run towards you and ram into you, sending you flying. The concept of ramming has not been scrapped; it is now a normal mannequin with an horribly enlarged "head" which it swings around to send you flying.

>> No.2213   [Delete]   [Edit]
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the strider enemy which i haven't thought of any real attacks or purpose other than being freakishly huge.

also, title tests

>> No.2214   [Delete]   [Edit]
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More random enemies. Please note all of these have been scrapped, save for the last one I'll post.

>> No.2215   [Delete]   [Edit]
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a very bad sketch of the new look for the enemies. All special enemies are variations of this look; for exemple, the Strider enemy is now a normal body that walks on all fours on long, thin, pointy legs.

>> No.2216   [Delete]   [Edit]
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based on a real life mannequin I own, except the ones ingame will be lifesized. yess. and yes fotolia is a watermark from a site, not part of the enemy.

>> No.2218   [Delete]   [Edit]

As for the hero, imagine an emo skater boy with a hoodie. Do you see what I'm speaking of? He's not into "crawling in my skin" but definetely has the looks.
http://fc01.deviantart.net/fs50/f/2009/326/2/6/The_Artists_New_Haircut_by_azreth_roseline.jpg is a good idea of what he looks like. With different clothes, but he still has a hoodie.

Do not worry: he is silent throughout the whole game, except at the end, where he'll simply utter a few words.

Last edited 10/04/06(Tue)06:38.

>> No.2230   [Delete]   [Edit]

This makes me so aroused.

I can't wait to see some more.


>> No.2236   [Delete]   [Edit]
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more tests along with a simple hud test for endless mode

>> No.2239   [Delete]   [Edit]

silent hill shattered memories? \O.o/

>> No.2241   [Delete]   [Edit]

Actually I played Shattered Memories and it felt eerily like what I wished the game to be, minus the fact the game has combat, which is why I am seriously reconsidering the ice feature, even though it was nice. Another reason is that it would be unreasonably hard to make.

>> No.2247   [Delete]   [Edit]
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>> No.2249   [Delete]   [Edit]
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Hey OP

I was bored and got inspired by your type testing in >>2236, so I fooled around in photoshop and made this thing.

Do you approve?

>> No.2251   [Delete]   [Edit]
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and this, but 300 hours in mspaint.

I might gather the courage to make a vector-like version in PS/illustrator which isn't half-assed tablet scribbles.

>> No.2252   [Delete]   [Edit]
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Uboa what are you doing

you're not a tree

>> No.2256   [Delete]   [Edit]

hoyl shit I fucking came. I love it.
I've also had the idea of a Stalker with long ropes instead of arms. I'm not sure what it should do. Whip you? Constrict you?

>> No.2258   [Delete]   [Edit]

Ah, thanks! I like the concept for this game alot more than the others on this board, it seems original. So I might doodle up some more stuff if ya dont mind, haha!

Constricting could be press x to free yourself, but I feel that's overused in a bunch of games. Maybe it latches onto you and and saps until you aim and cut off the tentacle?

>> No.2259   [Delete]   [Edit]
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How's this, OP?

I used the scrapped enemy.

>> No.2272   [Delete]   [Edit]

Like it!

Also, I've been taking a little break. The current idea is that the game starts out relatively like a Yume Nikki game - only exploration, in which you go from a motel to a mall. Using a car in the parking lot you drive all the way to a town; this is where most of the game takes place.

Again, I think I will be going for the same art style, or at least similar, to the otherworld in Shattered Memories - At least using two things: Nonsensical architecture (as far as Nonsensical architecture as Source can go...) and a cold environment.

I'm also trying to find places for number stations to fit.

>> No.2298   [Delete]   [Edit]

Hi OP I drew up a scene and will probably proceed in scanning/tracing it in the near future

What do you mean by "Nonsensical architecture", though?

>> No.2326   [Delete]   [Edit]

Like buildings growing out of other buildings or buses crashed on the top of buildings. I'm not sure if I should go for things like that and make the game surreal or not.

>> No.2364   [Delete]   [Edit]
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God knows when I'll vector this. It'll look better, though.

>> No.2365   [Delete]   [Edit]
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otherwise, I characterized the person sitting on the bench who's about to maul the passing protagonist

Possibly a mannequin monster-hooker?

>> No.2436   [Delete]   [Edit]
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>> No.2437   [Delete]   [Edit]
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>> No.2438   [Delete]   [Edit]

oh. So it's in 3-D?

>> No.2464   [Delete]   [Edit]

Nice L4D2 campaign, OP.

>> No.2469   [Delete]   [Edit]
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>> No.2539   [Delete]   [Edit]
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Meet the Ballerina.

>> No.2557   [Delete]   [Edit]

can't see shit

>> No.2627   [Delete]   [Edit]

So I guess it's going to be like:
At the start of the game, you have no weapons (or maybe a crowbar or something to break down doors, etc?). Everything is icy, but otherwise almost normal (except lack of people). Eventually you come across creepy mannequins, which come to life. I'm going to guess it's a game with a lot less weapons than a normal FPS (or at least limited ammo?), to encourage people to fear and run away from the mannequins.
If I were you, I'd have the game world get progressively more unnatural - the architecture gets weirder as you proceed through the levels, the mannequins become less humanoid in shape (eg your Striders, ones with two heads which can't be snuck past easily, huge "centipedes" formed out of dozens of torsos with lots of mismatched limbs to scuttle about on), but always remain nearly silent (except for footsteps, or maybe later ones have shotgun hands or something). Maybe later on you return to the area you started in, only to find that it has warped to be even stranger than the levels after it (but still recognisable). Make it somewhat linear, but do so in such a way that it seems the world itself is forcing you to follow a path into ever greater danger, in order to create a feeling of creeping dread that things will only get worse and you can't avoid them forever - don't just have locked doors to impede progress on other routes, have doors that open to reveal freshly bricked up walls, etc.
Anyway, that's my two cents. Feel free to ignore everything I say if you think the game will be better for it.

>> No.2631   [Delete]   [Edit]

I had actually thought of giving the mannequins high-pitched screams, but I will reconsider that because that sounds badass.

Also, I had thought of making a lone mannequin wearing a suit that tries to impede your progress, kind of like acting as a villain figure. Should I do it?

>> No.2632   [Delete]   [Edit]
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Also, this is the Nightmare start warning. It briefly shows on the screen when a nightmare starts. Nightmares are when things go even more apeshit than they already are, but switch back after a few seconds. They're usually triggered, but they can happen out of nowhere too.

>> No.2633   [Delete]   [Edit]

(I'm 2627, the nameless lurker guy again. Guess that's as good a name as any)


Only if he's also carrying a suitcase, always just out of range of your weapons and referred to as the G-Mannequin. :P
But seriously, go for it, if you think a recurring villain would make it better. I'd suggest having him first appear in the window of a clothing store just before you find the first weapon, then you backtrack past it for whatever reason and he's gone.
Using the "nightmares" to create setpieces (eg big puzzles, boss fights, environmental dangers) would work quite well. Maybe the mannequins appear even more disturbing in nightmares - perhaps they scream constantly in nightmares, giving away their position for those few seconds, making it some kind of terrifying but useful enemy radar.

Last edited 10/05/14(Fri)09:11.

>> No.2656   [Delete]   [Edit]

Lol, it's amazing how mad people can get. I posted a pic of Bieber on moddb so that people could see a general idea of the protagonist's design and there was so much whine I could make Bordeaux with it. Then again, posting Bieber was a bad idea, knowing how much people hate him. I can't say I like him either, but he looks a lot like what I wanted the hero to look like.

Anyway, working on the music that plays during Nightmares and the G-Mannequin model.

Last edited 10/05/15(Sat)15:20.

>> No.2733   [Delete]   [Edit]

Jesus Christ, don't even base a character off bieber!

That's just bad news!

>> No.2739   [Delete]   [Edit]

I'm actually going for a shaggy/long hairstyle, but I have to say I was considering one similar to Bieber's.

I've been working on the main menu BG. I'm considering making a long street similar to Amsterdam's Red Light District, and with one of the panels having "The Passing" written on it.

>> No.2759   [Delete]   [Edit]
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so ummm
I drew this
and it makes no sense at all
and the main character looks so weird

>> No.2845   [Delete]   [Edit]
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Eww~ No Bieber! D:
Use Drake Bell, he's hot ;D

Also, for some reason the mannequins remind me of the Wood Puppets from Illbleed. o.o
I mean.. the whole "triggering a nightmare" thing and then those freaks comming out D:

Other than that this seems like a really interesting project. Sadly I can't help with any ideas, but I am looking forward to it.

>> No.2847   [Delete]   [Edit]

So it's like Shattered Memories?

>> No.2850   [Delete]   [Edit]

The original plan was similar to Shattered Memories, but now it's a bit of a mix between LSD, Silent Hill, and L4D.

Anyway: some other stuff:

At random points in the game, you will find phones. Usually they'll be ringing and you'll hear some dialogue when you answer. I'm not planning it to be very meaningful though, just some random dialogue, usually cryptic stuff.

>> No.2891   [Delete]   [Edit]

Either have them automatically ring & pick up once the player enters the room, or maybe have there be something by the end which you get for listening to them.

Basically, the player needs motive to pick up the phone. Personally, I would just for the random suspense of what I'll hear next, but not everyone would be assed to do that.

>> No.2897   [Delete]   [Edit]

Oh man, I'm so excite of this even if I'm pretty sure I'll never have the balls to play this game.

>> No.2899   [Delete]   [Edit]

I say, make the phones give off some sort of effect. Or enhancement to the envirenment. You know, stuff like having a door locked, and at the end of the dialogue in the phone having someone (probably the usual receptionist woman voice) say this and this door is unlocked.
Or better yet:
Have something like a letter written in blood ON THE WALL reading ANSWER THE CALL or something near the phone.
I'm not sure how this goes with the whole spirit of the games and such, I'm just offering some thoughts.

Last edited 10/05/30(Sun)08:59.

>> No.2916   [Delete]   [Edit]

How about this: the first time you find a phone, it's a payphone opposite a TV store. It starts ringing, and all the TVs in the window switch on, with the word "ANSWER" on a blank background being all that they show (or maybe the phrase "IT'S FOR YOU", or something similar). After you've listened to the phone message, the TVs all switch off.

>> No.2919   [Delete]   [Edit]

New enemy: The Marksmen.
They're basically Mannequins with guns. Though there are only three: One with a scoped rifle, one with a fast-fire rifle, and the other with a grenade launcher. They are more characters, and they only appear twice during the game: During the Museum Nightmare and during the Final Nightmare.

>> No.2935   [Delete]   [Edit]
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new preview pic

also if you didnt notice i got a tripcode

>> No.2956   [Delete]   [Edit]

NEW NIGHTMARE: The Skyscrapers Nightmare.

You're basically in two twin office towers. Normally they are separate but due to the nightmare, they are linked together by some bridges. Anything you move or trigger in a building affects the second building, so there will be puzzles based on that.

>> No.2978   [Delete]   [Edit]

is this like official?

drop shadow the font or something brotha, make it flow

>> No.3073   [Delete]   [Edit]

Just a little gameplay idea.

For anyone here who played Majora's Mask, you know how Link has three days to save the world?

I had thought of the same thing, where the hero has a full week to succesfully escape. I'm not sure what could happen. The idea I had was the climate dropping down too much and the hero dying from the cold.

I've been working on some achievement ideas, more music, and getting Endless mode working.

edit: scrapped the military ending idea

Last edited 10/06/04(Fri)11:52.

>> No.3172   [Delete]   [Edit]

Okay, so I reworked the villain.

What it basically is now is a Mannequin in a suit and a hat. It has two huge tentacles coming out of its back, and it has an arm ripped off. It generally acts as a leader but is not really stronger than any Mannequin.

Also definitely keeping the week idea.

>> No.3241   [Delete]   [Edit]

Sounds pretty "Jack Noir" I'd say.... But otherwise a good concept.

>> No.4097   [Delete]   [Edit]
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>> No.4098   [Delete]   [Edit]
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oh shit i forgot my trips

also, gameplay (with leftover hl2 viewmodels and hud because i haven't edited those yet)

>> No.4218   [Delete]   [Edit]

okay so basic story:

meteors fall -> when meteor hits shit turns worse

that being said there is no limit as to how many meteors can fall, so things can ALWAYS get worse

either meteors, or a paper mario-like void

>> No.4346   [Delete]   [Edit]

I've been noticing that working on the Source engine is a hassle when it comes to original gameplay. As I've been playing more and more platformers, I am heavily thinking of switching the game to another engine so that it may become a Metroid/Cave Story-like game in terms of gameplay.

>> No.4348   [Delete]   [Edit]

I'm gonna join in with the cover art/splash screen stuff whatever.

>> No.4352   [Delete]   [Edit]
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Here's my contribution. A splash screen perhaps?

Last edited 10/07/05(Mon)14:02.

>> No.4708   [Delete]   [Edit]

Okay so what with writing music for Homestuck and trying to get my PC to work, I can't really work on this.

Cave Story engine would be fun to try, but I don't know if it'd give the creepy feel I'm going for.

>> No.5099   [Delete]   [Edit]
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Oi! What just happened?

>> No.5450   [Delete]   [Edit]


Anyway what's up. I've been kind of giving up on the game but I'm picking it back up. ANYWAY, some gameplay perks.

There is no HUD proper. The screen gets fuzzier around the edges as you get hurt, kind of like Silent Hill. You can't tell how much ammo you've got left, though, so I need to find a way to make this show up.

The soundtrack either consists of old timey songs, stuff like, if you've ever heard them, Edith Piaf songs, or Jingle Jangle Jingle. It sets a soundtrack dissonance that I like. It doesn't show up a lot, though. The actual song that plays through the game is a faint, moody piece. It's hard to hear but it sets the vast feeling of bleakness and emptiness.

The original idea of the game was for it to take place in a single city. It now takes place in a single city and its surroundings. So you can explore the region around a bit, go into villages to pick up stuff, etc. Might also put some story elements in there, though I haven't really come up with a story. Dropped the time element - it was more annoying than anything.

Will come up with some screenshots of the land in a few days.

>> No.6749   [Delete]   [Edit]


>> No.7088   [Delete]   [Edit]

it doesn't matter what game, but the most moody soundtrack is = nothingness

>> No.7202   [Delete]   [Edit]


Your project was cool, please come back ):

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