The Concept is Pretty amazing! i would totally Like to participate in it and have that honor.
Who wants to team up to create a horror game?
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Well, I'm a splendid writer and storyteller. My cousins,family, and friends where horrified as kids by stories I used to tell by the campfire. You know, I believe that to making a game,video, anything really; your're going to need someone to create the story line, or at least help create ideas, come up with monstrous thoughts that will make people jump out of their seats before the action even happens. I'm good at what I do, and seeing this I would surely love to help.
Tom -
I can also help u with voice actingSup
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iam a great painter imo :3...........
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Glad to hear that you like it :D.
I almost thought the plans for the intense violence would shock some people XD.
I know the storyline is kind of weak. And so far I got nearly no details for the level design in mind, things like obstacles in the path, puzzles and stuff.
I mean the key-concept is really getting old in horror games ... find a key ... open a door.
Oh I forgot to mention ... the enemies should also often attack each other ... with that kind of background story it would be odd to just let them all attack the player.
However, I can imagine certain triggers to let the enemies "team up" against the player ... for example if the player has the strongest weapon, or the other extreme, if the player has the weakest weapon.
I'm currently playing around with the UDK ... hopefully I can get some things working soon.
Unfortunately I guess I will have to know much about the UDK and the unreal engine itself to accomplish many of the concepts ... this is going to be hard XD.
Funny thing is ... if you read this concept and don't know me you could think I'm a violent person XD ... but actually I'm the exact opposite in real life :D.
One more thing:
It's kind of a no-go in games, especially in these kind of games, but what do you think about children as enemies? >_>
I mean ... it would just be realistic that there are also children living in this house. XD
Alternatively they could just all be dead already, after all they are the weakest persons there, this could also be a disturbing
part of the atmosphere.The post was edited 3 times, last by grasmann ().
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Children killable in games is a taboo for games. and with children I mean just human children stuff
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Kneesocks wrote:
Children killable in games is a taboo for games. and with children I mean just human children stuff
Alternatively they could just all be dead already, after all they are the weakest persons there, this could also be a disturbing
part of the atmosphere.
On the other hand ... breaking taboos is actually what I had in mind in the first place.
Cry of Fear for example also had children as enemies ... and actually I didn't feel offended by that fact.The post was edited 1 time, last by grasmann ().
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I read a concept and i love it and i think that children are pretty scary if they want to kill somebody with knife or some sharp object so children would be an interesting part of the game imo.Sup
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Skurw wrote:
I read a concept and i love it and i think that children are pretty scary if they want to kill somebody with knife or some sharp object so children would be an interesting part of the game imo.
In theory we could limit the occurrence of children enemies to the psycho world episodes ... so they would rather have the look of some kind of monster.
That way if the player later learns the nature of this "psycho world" it would be shocking afterwards, because he would then realize that they were actually normal children.
Could be a cool way to censor this. Or maybe the psycho world could also be triggered by the appearance of a children enemy, to symbolize the shock of the protagonist that
a children is attacking him, and he pretty much has to do what he has to do ... -
I could join if it's not too late!Become a Snusk Today!!
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grasmann wrote:
Skurw wrote:
I read a concept and i love it and i think that children are pretty scary if they want to kill somebody with knife or some sharp object so children would be an interesting part of the game imo.
In theory we could limit the occurrence of children enemies to the psycho world episodes ... so they would rather have the look of some kind of monster.
That way if the player later learns the nature of this "psycho world" it would be shocking afterwards, because he would then realize that they were actually normal children.
Could be a cool way to censor this. Or maybe the psycho world could also be triggered by the appearance of a children enemy, to symbolize the shock of the protagonist that
a children is attacking him, and he pretty much has to do what he has to do ... -
jakeni96 wrote:
I could join if it's not too late!
The problem is ... I'm good with programming in general ... but I have absolutely no experience with the UDK or the unreal engine in general.
I have a friend who would probably help programming. That's the main problem ... when it comes to programming I'm currently alone XD.
So if you can program and if you are farmiliar with the UDK this would be perfect XD.
Why the enemies should be only like Children ? It may be like Strange
creatures walking on 4 Legs with Blood all Covered it's body and it Runs
at you fast with It's sharp claws Which is Named Crocoturantella .. and
Monsters Like Jump out in your face from out of no where like .. From
walls .. Floors .. Etc etc .. And Grab your Legs and pull you down and
you try to run away from them By Pressing the same button as fast as
possible, Monsters Like Shadowrs , Which Appear in Dark Areas and Scream
in your face as loud as they can then attack you .. The game must
contain alot of Scary,Creepy Pop-ups .
The experience of the normal and the psycho world should differ a lot imo. So you have to rethink immediately.
But currently I don't have actual concepts for that yet.The post was edited 2 times, last by grasmann ().
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I guess I should clarify: I'm used more used to animation, meaning short films, so I really don't know much about making models for games (and how textures work, since they wrap differently, I guess). I'll still try my hand at the models when the time comes, but don't count on me to be able to get uber-professional results.
Photoshop is still my strong point, though. And audio stuff. So yeah, whatever. -
If you still haven't settled for a plot you should perhaps consider the story of the ship Demeter and its crew based (of course!) on Bram Stoker's Dracula. Sure the vampire genre has been beaten to death, but before you say anything else hear me out as the concept itself is open to reinterpretation and has a huge potential in terms of video game adaptation. For those of you who don't know that part of the novel here's a short synopsis that, obviously, doesn't give it any justice, but should come in handy to present you with a rough idea:
The Russian ship Demeter is washed ashore by a terrible and sudden storm, and it is discovered that the entire crew was missing. The only body found is that of the captain, tied to the wheel and grasping a crucifix. A huge dog is seen running from the ship; the animal escapes into the woods. The ship's cargo, a great number of large wooden boxes, are handed over to a local solicitor. The log reveals an ill-fated journey: the ship started from the Russian port of the Varna, and ten days into the voyage a crew member disappeared without a trace. Another sailor claimed to have seen a tall man who was clearly not a member of the crew. The men searched the ship but could find no one, and a few days later another sailor disappeared. Sailors continued to vanish, one by one, and the first mate began to go mad. When they were within reach of England, an impenetrable fog enveloped the ship, causing the vessel to lose its way. Only four men were left by then, but the two sailors soon vanished and the first mate was driven completely mad. After an encounter with Dracula, he chose to die in the sea. The captain initially believed that the first mate was the murderer, but shortly afterward he saw the vampire and resolved to go down with the ship. He tied himself to the wheel and held on to a crucifix. He died long before the ship reached land. The people of Whitby who find the ship treat his body with reverence; they plan to give him a large funeral. The dog that ran from the ship is nowhere to be found, although a local dog has been found brutally killed by another animal.
The original's setting is deeply atmospheric and much more interesting from a visual standpoint than the haunted school/hospital/mansion scenario that you find in most horror games. The space in case of a ship is much more physically confining and hence disturbing than any of the above mentioned locales by principle of offering a safe haven from the vast sea that is all-surrounding and traditionally hostile. If any of you had the unsettling experience of traveling on a ship(or a plane) during a storm you perhaps still shudder recalling the muted, threatening sound of an angry element outside that threatens to tear the vessel into pieces. The confinement here is not artifically imposed on a player as is the case with other game scenarios where you are limited by way of invisible barriers(anyone still remembers those cheesy voids in The Calling?), doors or windows that can't be navigated. If you add an internal danger of a predator prowling the ship's lower deck things get even more scary.
The story, at least to me, brings about another deeply disturbing image of the Ship of Fools that has a long tradition in popular culture, ie.:
"Renaissance men developed a delightful, yet horrible way of dealing with their mad denizens: they were put on a ship and entrusted to mariners because folly, water, and sea, as everyone then 'knew', had an affinity for each other. Thus, 'Ship of Fools' crisscrossed the sea and canals of Europe with their comic and pathetic cargo of souls. Some of them found pleasure and even a cure in the changing surroundings, in the isolation of being cast off, while others withdrew further, became worse, or died alone and away from their families. The cities and villages which had thus rid themselves of their crazed and crazy, could now take pleasure in watching the exciting sideshow when a ship full of foreign lunatics would dock at their harbors."
The original crew of Demeter was comprised of Russian and Bulgarian sailors who would form an interesting and varied cast of the game if portrayed rightly. This could be done through the lens of an outsider, perhaps a foreign passenger(main character?) who has little or no means of communication with the crew in shared tongue and makes little sense of the confusion and madness once members of the crew start to go missing and could be himself blamed by some for the killing thus adding another kind of threat to the story. The setting could be, however, readily reworked together with the identity of the antagonist who could be anything from a vampire, a werewolf to a serial killer or main character's own split persona. Another good thing about Dracula is that it exists within the public domain and using it does not infringe on copyright laws.
For those of you who managed to read that wall of text, here's an animation which is part Verne, part steam-punk and part dystopian apocalypse whilst also borrowing on themes from the story about Demeter's journey and introducing a very interesting type of predator:
youtube.com/watch?v=vORsKyopHyM
I would also recommend to you a great radio play by BBC called "The Voyage of Demeter" that is deeply atmospheric and foreboding. Oh, apparently Neil Marshall of "Dog Soldier" and "Game of Thrones" fame (directed the battle of Blackwater episode) is preparing to do a film adaptation. Viggo Mortensen has been supposedly offered a role in it.
Anyhow hope I offered some inspiration. Good luck with your project. -
grasmann wrote:
I haven't even started to actually do something XD.
The problem is ... I'm good with programming in general ... but I have absolutely no experience with the UDK or the unreal engine in general.
I have a friend who would probably help programming. That's the main problem ... when it comes to programming I'm currently alone XD.
So if you can program and if you are farmiliar with the UDK this would be perfect XD.
The thing is that i'm not familiar with programming and UDK xD.
I just thought it would be fun to create our own horror game for the first time (for me).
Also, if you have skype, that would be perfect!Become a Snusk Today!! -
I guess I will stick with Dark Basic for now after all.
If I'm still alone it's just a waste of time to learn something completely different, when I already started the
project in Dark Basic.
I mean ... dx9 can still look pretty good XD.
@jakeni96
Don't be mad at me XD, but I'm not a teacher ... in fact I'm already programming for years now,
and many things are still hard to accomplish, so I guess that wouldn't be much of a help for me. XD
@toadie
These are some interesting ideas.
I get what you want to tell me, if the location where the game takes place is the whole accessible world for
the protagonist it's a really creepy atmosphere, even if this condition is just temporarily, like on a ship.
Actually I already tried to create this effect with the apartment block, that's why the apartment of the
protagonist should be on the 30th floor. The situation is similar, if not exactly as bad.
I'm also not a friend of invisible barriers, so I would like to avoid them anyways.
However, the ideas are interesting and I will definitely keep them in mind, the story could need a lot more depth.
But for now the working system should get the most attention.
@all
I appreciate your offers to create music, do voice acting and other services :D.
I will keep them in mind, but it's a long way until I really need them.
What I wanted to find was someone with programming experience, well, maybe somebody might still appear.
Apart from a dynamic menu-system there is currently nothing to show yet XD.
But soon I will start programming a package-system, to be able to extend the game on a reasonable way.
If this and the general management of 3d models is working I can start to build a test level and implement shaders.
Then I can show some test levels at least.
But as I said this is most likely still a long way.
I will try to check out this thread on a regular base. -
Swedish navy... Can't participate
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Please correct me if I'm wrong, but I didn't see anyone volunteering to be an animator. Models won't move on their own, and like I said, animating for short films is a whole different thing than animating for games.
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SovietAssociate wrote:
Please correct me if I'm wrong, but I didn't see anyone volunteering to be an animator. Models won't move on their own, and like I said, animating for short films is a whole different thing than animating for games.
However, my results are usually far from perfect or even good, compared to commercial standards these days,
but they should be enough to test with.
I guess the interest to help in such a project will also be bigger if there is already something to actually show.
So, I will just continue with what I'm doing at the moment, as I said the package-system.
Package-System means:
I want to be able to create packages with content like 3D models, textures, sounds, ...
I want the system to automatically load them, and include them into management system, where the game scripts
can request them.
The thought behind this is to be able to create something like a "main_game.vi", which contains the main game,
I'm actually working on. But later I could also create something like "ep2.vi", for additional stories.
My goal is to have custom story support, but a custom story should always be a single ".vi" file.
VI stands for Vicious Intentions ... so, since I'm not quite sure if this will be the name in the end it could change.
Of course this package system also needs some kind of priority order, so the "main_game.vi" would most likely be
required for most other ".vi" files, unless it's a total conversation.
But it should also be possible to use more than one ".vi" file like that.
For example if there are already the "main_game.vi", the "ep2.vi" and the "ep3.vi" it should be possible to create a
custom story that requires all three of them.
As you can probably imagine ... this will take a lot of work to build from scratch XD ... but I will try it, even if I'm alone.The post was edited 5 times, last by grasmann ().
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