Scary Monsters
Posted: Wed Oct 19, 2011 2:23 am
This project has since evolved into this: viewtopic.php?f=5&t=8042
#scarymonsters
"Scary Monsters" is a Survival Adventure/Exploration game. You play a small character on a quest to complete the "unknown machine".
When you begin you'll find yourself dropped into a unique world surrounded by trees, structures, and creatures. As you play through the first few objectives, the main goal of the game becomes apparent. The player will stubble upon a "machine" that is currently destroyed, and its missing parts scattered across the world. The purpose of this object is unknown to the player (unless you're one of my testers).
Though the main goal of the game is to find missing parts, it's not the only thing you'll be doing. There will be plenty of enemies to fight, people to meet, and bosses to outsmart. Puzzles will be a large part in solving the mystery of the machine, so Zelda fans out there will probably appreciate this aspect.
* relationships with npc's will vary
* relationships with enemies MIGHT vary.
#time
I've said this before but thought about dropping it, I've since decided to go with it. The game will feature semi-realistic time, the longer you play, to more you'll notice the world change in small ways. For example, trees can grow in new areas in the game. I was also thinking of having "seeds" to grow trees that contain certain fruits. This way the player could have a controlled area that they can depend on to always have food.
Seasons are another thing I've put some thought into. For example, there can be secret areas that are only accessible during certain seasons, like an island that they player can't initially get to, but if they wait for the water to freeze they can walk across.
* "seeds" will be somewhat rare, this is to stop the player from getting inf. health whenever they please
* snow might be able to kill small plants
#combat
Combat will happen in real time, you'll have to physically approach an enemy and swing your sword to attack them. Enemies in the game may only approach the player if they are within a certain range, this gives the player choice in how they play the game, they can either focus on the puzzles and avoid combat, or they can fight as many monsters as they please. Combat isn't entirely avoidable however, you just won't have to worry about being attacked if you really don't want to.
* combat will use a dynamic camera
* smart players can play smart
#experience/progression
I thought of a semi-realistic experience mechanic, where there would be no visible hud, though the player could technically still get stronger like in real life. Basically the more you fight, the stronger you'll get. Certain items can be lifted or pushed in game, and at the beginning of the game you'll notice your character can't get past certain areas, these areas won't actually have story-related objectives, they are mainly for people who want something to do after they finish the story.
* character may look physically bigger depending on strength
#weapons
Weapons and tools will also play a large part in progressing. Swords are the primary weapon of the game. There will also be basic items for the character to use, such as key's, healing items, and offensive items. Objectives and key story items will obviously be there as well.
* small keys to open small chests and doors
* large keys to open large chests and large doors
* special keys to open special doors and special chests
#enemies
Enemies will vary in size and type, ranging from incredibly weak, to boss. The weaker enemies will fill the game world, though bosses are story-dependant. Each boss has a weakness, these weaknesses are unknown to the player and can only be figured out by trial and error. This is to make the bosses harder to kill, and to hopefully establish a more serious fan base. By "weakness" I mean an item or weapon can cause more harm to it, not actually a "weak spot".
* small, cute, one-hit enemies (no drops except rare drops)
* mid-range enemies (basic drops, including rare drops)
* large enemies (basic drops, good drops, including rare drops)
* bosses (SECRET)
#downloads
http://d.pr/7iLA
* super-duper basic
* no collision
* play as a chicken
#testers
I'll need a few testers. Just 3 for now, and I'll open up more slots once a real playable demo arises. PM me if you're interested.
* SoggyWaffles
* Robin
* tester slot 3
#scarymonsters
"Scary Monsters" is a Survival Adventure/Exploration game. You play a small character on a quest to complete the "unknown machine".
When you begin you'll find yourself dropped into a unique world surrounded by trees, structures, and creatures. As you play through the first few objectives, the main goal of the game becomes apparent. The player will stubble upon a "machine" that is currently destroyed, and its missing parts scattered across the world. The purpose of this object is unknown to the player (unless you're one of my testers).
Though the main goal of the game is to find missing parts, it's not the only thing you'll be doing. There will be plenty of enemies to fight, people to meet, and bosses to outsmart. Puzzles will be a large part in solving the mystery of the machine, so Zelda fans out there will probably appreciate this aspect.
* relationships with npc's will vary
* relationships with enemies MIGHT vary.
#time
I've said this before but thought about dropping it, I've since decided to go with it. The game will feature semi-realistic time, the longer you play, to more you'll notice the world change in small ways. For example, trees can grow in new areas in the game. I was also thinking of having "seeds" to grow trees that contain certain fruits. This way the player could have a controlled area that they can depend on to always have food.
Seasons are another thing I've put some thought into. For example, there can be secret areas that are only accessible during certain seasons, like an island that they player can't initially get to, but if they wait for the water to freeze they can walk across.
* "seeds" will be somewhat rare, this is to stop the player from getting inf. health whenever they please
* snow might be able to kill small plants
#combat
Combat will happen in real time, you'll have to physically approach an enemy and swing your sword to attack them. Enemies in the game may only approach the player if they are within a certain range, this gives the player choice in how they play the game, they can either focus on the puzzles and avoid combat, or they can fight as many monsters as they please. Combat isn't entirely avoidable however, you just won't have to worry about being attacked if you really don't want to.
* combat will use a dynamic camera
* smart players can play smart
#experience/progression
I thought of a semi-realistic experience mechanic, where there would be no visible hud, though the player could technically still get stronger like in real life. Basically the more you fight, the stronger you'll get. Certain items can be lifted or pushed in game, and at the beginning of the game you'll notice your character can't get past certain areas, these areas won't actually have story-related objectives, they are mainly for people who want something to do after they finish the story.
* character may look physically bigger depending on strength
#weapons
Weapons and tools will also play a large part in progressing. Swords are the primary weapon of the game. There will also be basic items for the character to use, such as key's, healing items, and offensive items. Objectives and key story items will obviously be there as well.
* small keys to open small chests and doors
* large keys to open large chests and large doors
* special keys to open special doors and special chests
#enemies
Enemies will vary in size and type, ranging from incredibly weak, to boss. The weaker enemies will fill the game world, though bosses are story-dependant. Each boss has a weakness, these weaknesses are unknown to the player and can only be figured out by trial and error. This is to make the bosses harder to kill, and to hopefully establish a more serious fan base. By "weakness" I mean an item or weapon can cause more harm to it, not actually a "weak spot".
* small, cute, one-hit enemies (no drops except rare drops)
* mid-range enemies (basic drops, including rare drops)
* large enemies (basic drops, good drops, including rare drops)
* bosses (SECRET)
#downloads
http://d.pr/7iLA
* super-duper basic
* no collision
* play as a chicken
#testers
I'll need a few testers. Just 3 for now, and I'll open up more slots once a real playable demo arises. PM me if you're interested.
* SoggyWaffles
* Robin
* tester slot 3