• Afraid of Monsters 2 -Ideas and Discussion.
    141 replies, posted
If its possible, add some stuff that shows up in the player's peripheral, but are never really there, so you keep looking behind you and whatnot. Then, if you do look behind you, make something pop up at you once you look forward again.
[QUOTE=StarWarsMan;23479541]I'd like to see something like in Dead Space where the player enters an elevator after escaping from a mob of enemies only to have one or two try to bust the doors open. That scared the living shit out of me in Dead Space.[/QUOTE] Yeah the Necromorphs blasting through the ceiling/vents really got me so much that when I played through again, or even on the first play through, I was always on my toes in elevators. Because I could never truly remember when it happened in the game, I would just always be sorta tense going in to elevators because I was always wondering if something would attack me. I think a lot of stuff could sorta be used the same way it was in Dead Space. I have not played a scarier game!
Some nice areas with nice lighting to give the player a break. And reward the exploration with batteries or shit like that.
Just as a bit of a design concept keep all of the weapons small arms like handguns just to limit the power of the guns if you need to go larger make it an assault rifle that can only fire in semi automatic. I want to prevent psycho spraying when you fall into a jump scare also it kind of creates a lack of power to the person wielding it because you think of them as being able to fill someone with holes faster then they can say Saskatchewan, but they cant they have to place the shots one by one. Also maybe some silent hill-esque new game plus to make the game more easy then scary for people who get specific endings?
Really do hope this ends up to be a Direct Sequel not a completely different story.
Never played the first AOM (but I plan to eventually), but I have an idea for a monster: it's essentially a regular zombie/monster/whatever, but what it does is tackle you to the ground. Then, when it has you on the ground, it slobbers, snarls, bleeds, vomits and such into your face. Another idea would be a monster that runs up to you and grabs you in a bear hug, screaming as loud as possible, and tries to break you in half. I have no idea. Thought I'd throw it out there.
a monster which has a thin body, short , sort of like the jockey in l4d2 , only more subtle. When it moves it ill be crawling , and im thinking the animations not being smooth ,sort of like its skipping alot of frames (not all the time). it would crall on walls and ceilings.
How about a monster thing which is essentially like the vanilla zombie torso in terms of general looks and animations, but it drags its abnormally thin and useless legs after itself while crawling? (With jigglebones it's certainly doable.)
[QUOTE=Kirbunny431;23481621]Never played the first AOM (but I plan to eventually), but I have an idea for a monster: it's essentially a regular zombie/monster/whatever, but what it does is tackle you to the ground. Then, when it has you on the ground, it slobbers, snarls, bleeds, vomits and such into your face. Another idea would be a monster that runs up to you and grabs you in a bear hug, screaming as loud as possible, and tries to break you in half. I have no idea. Thought I'd throw it out there.[/QUOTE] AoM is a psychological horror, not not a L4D-styled zombie shooter.
Personally I feel that the real fear from horror games comes from the audio, the zombie/monster/ghoul you are facing can be as disturbing as all hell but if Surfin' Bird is playing while it pops out, it's not going to have any effect. Subtle music and audio cues, distant knocking, growling and such helps unnerve the player, especially if the player can't specifically locate the source. Placing music in the most effective places would be difficult but could really add to the atmosphere, for example in a 'chase' scene with an enemy. That said, having no music and just hearing your character's own ragged breathing can also be enough to put me (and I'm guessing others) on edge
Something that would scare the balls off me would be a zombie/monster peeking out of a room, you know, when you're coming in the hallway, as soon as you turn on the flashlight to see what's there it quickly pulls back into the darkness. When you enter the room, nothing's there.
a scare thing would be incoherent whispering... i get so freaked out by that in dark places...
[QUOTE=DWAP;23480178]Just as a bit of a design concept keep all of the weapons small arms like handguns just to limit the power of the guns if you need to go larger make it an assault rifle that can only fire in semi automatic.[/QUOTE] In AoM:DC it was a general rule of thumb that the more powerful the weapon was, the less ammo was available. The only really powerful weapon that I never had ammo problems with was the revolver, but that's because you find it near the end of the game and I only used the "magnum" slot as a sort of panic button. If the gameplay is similar to AoM: DC's, I don't think you'll have to worry about spraying as ammo conservation is a pretty big gameplay element.
Alright Im glad to see the Ideas coming in :) Heres a few things I can reveal im toying with, Female lead character- this is pretty much deffinate Brickbat combat system- Im thinking of having a system where anything you pick up can be used as a weapon, things like a glass bottle can only be used once as they break, things like a scalple will be quick but deliver only a small amount of damages, where as a metal pipe is slow but delivers heavy damage Semi Automatic Weapons only- No gun spam im afraid, small arms and shotguns, maybe a semi auto rifle like a FAL but the we wont be having any m4 carbines or auto shotys for spam, mellee combat will be the main focus Mirrors edge style movement- not the extreme level like mirrors edge but realistic movement, the ability to climb and no sprint button but when your running you gain speed, the ability to slide under things to get away from monsters, the character needs to feel realistic. No flashlight batteries, this was a problem in the original, but the flashlight will be an object that bobs when you move, when you have it out you will actually be holding it, it wont just be coming from your head like hl2, you will be able to hold it and hold other weapons like some mellee weapons and hand guns but you wont be able to hold it with a shotgun or rifle. Tie ins with the original AOM will happen, however due to multiple endings in the first AOM, meeting up with david will be difficult, unless its in a halucination. Also if you offer to help with the mod, once I get the go ahead I will get in contact with you :) I am writing the good ideas I have heard so far and adding them to my own ideas. Keep em comming people ;)
How about some daylight levels. But make them feel abandoned or as if they had been scribbled out on a some paper. Make it feel lonely colourless or as people just stopped caring. Also some driving missions would be nice.
And since the original AOM was for HL, will this be for HL2, or what?
This will be for Source, just making sure thats clear :)
The original AOM was classic...I don't understand how you guys plan to progress past that, or let alone even top what AOM was. I don't see how there could be a sequel either, the original's endings were perfect.
A zombie with pale white skin, his hands look like the HL1 zombies hands but no blood, just white. Would scare me shitless.
You're in an abandoned warehouse. There's a microwave across from you, you open it and find a lung in a blood spattered mess. Turn around and a fat man in a butcher suit with a knife is there and then disappears,
Ive been hearing some good ideas guys :) the floorboard one is brilliant and the desolving room idea is already one of our ideas ;) keep em coming guys, im currently writing up the story.
A gigantic monster that just sits there and doesn't do anything but stil makes breathing noises. And by gigantic I mean building-tall.
A Mannequin scene. Mannequins are always scary.
A mannequin scene is in the works actually ;)
You walk into an empty room and just as you're about to leave, a man in a suit and a decaying face appears in front of you and screams at the top of his lungs. You fall backwards and wake up in a dark room. Then you see the man again. This time you have to kill him by ramming your hand down his throat when he tries to scream and pulling his heart out. I think that would be pretty cool.
In part of it there should be no weapons. Only the player's flashlight and will to survive. Of course there will be places the player could hide or set traps off to kill the monsters. It would give the player the feeling of being vulnerable and weak. Just a thought. If you need any ideas with the mod give me a shout!
you are walking in a corridor , and just before you enter a room , a black figure runs through you ,you turn around . nothing is there [editline]06:06PM[/editline] [QUOTE=Ryz0;23493958]In part of it there should be no weapons. Only the player's flashlight and will to survive. Of course there will be places the player could hide or set traps off to kill the monsters. It would give the player the feeling of being vulnerable and weak. Just a thought. If you need any ideas with the mod give me a shout![/QUOTE] that is basicly what you do in penumbra black plague
Something with the GMan is needed.
[QUOTE=Hanibal;23494106]you are walking in a corridor , and just before you enter a room , a black figure runs through you ,you turn around . nothing is there [editline]06:06PM[/editline] that is basicly what you do in penumbra black plague[/QUOTE] That's kinda where I got my idea. Although I didn't include the glow sticks.
In a Hallway, let the walls be almost filled with paintings of people. And then the lights go out, and then they come back on. And suddenly you see that there were no paintings, Only windows. I'd shit my pants.
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