The Intruder - Survival Horror Game with Continuous Time
1,082 replies, posted
How about a glow stick or a match? Less likely to get spotted but far less range, plus a glow lasts forever.
Glow stick is very Penumbra-y.
You should do a survey for new players, their hobby/personality/job would determine what kind of items they will have around the house.
You should have really terrible light sources very common (zippo), and something like a military flashlight really hard to find.
[QUOTE=CabooseRvB;37752833]You should do a survey for new players, their hobby/personality/job would determine what kind of items they will have around the house.[/QUOTE]
I think it would be better if the items were 100% randomly generated. you [I]are[/I] meant to have amnesia after all, you should be surprised to find out what job you had before coming under attack and forgetting.
[QUOTE=CabooseRvB;37752833]You should do a survey for new players, their hobby/personality/job would determine what kind of items they will have around the house.[/QUOTE]
then intruder would be about a high-ranking general with amnesia and plenty of guns.
Is it possible for the Intruder to...intrude while your character is sleeping?
[QUOTE=Kirad;37756038]Is it possible for the Intruder to...intrude while your character is sleeping?[/QUOTE]
What if he intruded you while your character was sleeping
[sp] If you catch my drift [/sp]
[QUOTE=wuddlyspud;37756246]What if he intruded you while your character was sleeping
[sp] If you catch my drift [/sp][/QUOTE]
[img]http://www.facepunch.com/image.php?u=513838&dateline=1345973477[/img]
[editline]21st September 2012[/editline]
also, intruder should be able to get to you while you're asleep
therefore, you should block all entrances to your room before you go to sleep
[QUOTE=Lord of Ears;37756370][IMG]http://www.facepunch.com/image.php?u=513838&dateline=1345973477[/IMG]
[editline]21st September 2012[/editline]
also, intruder should be able to get to you while you're asleep
therefore, you should block all entrances to your room before you go to sleep[/QUOTE]
Imagine if you could have a dream about the Intruder breaking in and is about to eviscerate you or however he murders you brutally, only for you to wake up and be completely fine.
[sp] Suddenly, you notice the door's been broken down, and you hear a creak from behind you. You turn to face it, but it's too late. You're done for. [/sp]
[sp] Adding on that, an interesting mechanic could be for you to have gone to sleep and wake up, do some things, only to wake up for real (or even be scared awake, by being killed or something nonsensical and dreamlike happening to you) some time later. I think those are the kinds of things that would be scary and cool to play. Not knowing whether or not you're dreaming at the time could keep you on the edge, when a dream could very easily turn into a nightmare fast. [/sp]
+1d on greenlight.
Really eager to see more gameplay footage etc.
100% chance I'll buy this if it gets released. As long as it rattles my bones.
[editline]22nd September 2012[/editline]
[QUOTE=Gmod Tomato;37609106]I like this idea, and think it MAY work well in conjucture with mine. I think it would be creepy as fuck if say you shoot the intruder in the chest/leg or something a few times and he falls to the ground, he should be able to feign death if you didn't hit a vital spot or something. Just imagine, you leave the room, only to come back a few minutes later and he's ~gone~
spooooooooooooky[/QUOTE]
Implying anyone, given the chance won't double tap that fucker.
[QUOTE=Pat4ever;37739707]Do you think you'd be interested in doing a kickstarter or something like that? You'd most likely get a good amount of attention and money that way.[/QUOTE]
I'd prefer not to. I don't really think I can offer anything decent for the 'rewards' on Kickstarter. Besides, I think I can get the money on my own.
[QUOTE=Lord of Ears;37743825]firearms should control like trespasser[/QUOTE]
Funny you should say that. I've dabbled with the idea of making the interaction system work like Trespasser. I kind of liked the way you could pick up stuff with your own hands. I did a thing with world-space viewmodels, but it was hard to get right and it didn't really add any value so I dropped it.
[QUOTE=Jmir 54;37744932]I love the think tankyness this thread possesses[/QUOTE]
As do I. I've already had some good ideas because of the feedback.
[QUOTE=wallyroberto_2;37745237]Is there any more media besides the trailer in the op?[/QUOTE]
There's a few screenshots on the Greenlight page. They pretty much show the same areas as the trailer, but it shows you an early version of the HUD.
I'd also like to announce that I had a really solid idea for a multiplayer mode. It's not certain yet that I'll actually make it, but I now know what direction I'd want to go if I do want to feature multiplayer (I might still add it post-release).
Just adding a second player to the single-player mode didn't seem right to me. The game wasn't designed for that, and it might actually detract from the horror experience if people jump straight to playing co-op in stead of playing the authentic single player.
I want something that stands on its own, and adds that longevity and replay value that the single player experience -despite my attempts to introduce randomization- probably cannot offer as competently.
It still needs to be 'The Intruder', so I sat down and thought hard about what that actually means. I came up with something that takes the essence of the game and introduces other players in a meaningful and fun way. There's still a degree of co-operation in there, but it's also got that distinct competitive edge that drives most modern multiplayer games.
I'd hate to whet your appetite if I'm not sure I can deliver on it, so I'm not going to divulge anything specific about it until the concept is more solid and I've maybe built a prototype.
New idea: Arma engine.
:v:
Edit: it was a joke.
[QUOTE=loophole;37761317]New idea: Arma engine.
:v:[/QUOTE]
INTRUDER spotted to our FRONT 200 METERS
[QUOTE=themoses;37761421]INTRUDER spotted to our FRONT 200 METERS[/QUOTE]
Whenever he comes your legs just break.
A pretty cool idea, like the ambient noise, would be that outside light/ambient brightness would slowly dim.
For example, the street-lights on the sidewalk slowly go out the closer he gets.
Any sources of light, even those that would be like lighters or candles, would also dim. The few visible colors would begin to pass as well.
[QUOTE=Mister Royzo;37760384]I'd prefer not to. I don't really think I can offer anything decent for the 'rewards' on Kickstarter. Besides, I think I can get the money on my own.
Funny you should say that. I've dabbled with the idea of making the interaction system work like Trespasser. I kind of liked the way you could pick up stuff with your own hands. I did a thing with world-space viewmodels, but it was hard to get right and it didn't really add any value so I dropped it.
As do I. I've already had some good ideas because of the feedback.
There's a few screenshots on the Greenlight page. They pretty much show the same areas as the trailer, but it shows you an early version of the HUD.
I'd also like to announce that I had a really solid idea for a multiplayer mode. It's not certain yet that I'll actually make it, but I now know what direction I'd want to go if I do want to feature multiplayer (I might still add it post-release).
Just adding a second player to the single-player mode didn't seem right to me. The game wasn't designed for that, and it might actually detract from the horror experience if people jump straight to playing co-op in stead of playing the authentic single player.
I want something that stands on its own, and adds that longevity and replay value that the single player experience -despite my attempts to introduce randomization- probably cannot offer as competently.
It still needs to be 'The Intruder', so I sat down and thought hard about what that actually means. I came up with something that takes the essence of the game and introduces other players in a meaningful and fun way. There's still a degree of co-operation in there, but it's also got that distinct competitive edge that drives most modern multiplayer games.
I'd hate to whet your appetite if I'm not sure I can deliver on it, so I'm not going to divulge anything specific about it until the concept is more solid and I've maybe built a prototype.[/QUOTE]
It's been said earlier in the thread but I absolutely love the idea of having the intruder randomly jump between being clientside and serverside. If it's possible to implement that into co-op I think It'd make is so much more intense and go really well with the whole paranoia thing.
Also, a competitive edge sounds very interesting.
Does he have to be entirely hostile? There should be a peaceful ending or each play through he behaves differently like in one hes totally friendly but scared and if you react badly during an encounter like trying to throw something at him or move to hastily towards or away from him then he will slowly become more hostile with each encounter or he just slaps your ass to the ground and kills you for being an ass.
[QUOTE=DigitalySane;37766379]Does he have to be entirely hostile? There should be a peaceful ending or each play through he behaves differently like in one hes totally friendly but scared and if you react badly during an encounter like trying to throw something at him or move to hastily towards or away from him then he will slowly become more hostile with each encounter or he just slaps your ass to the ground and kills you for being an ass.[/QUOTE]
No.
[QUOTE=DigitalySane;37766379]Does he have to be entirely hostile? There should be a peaceful ending or each play through he behaves differently like in one hes totally friendly but scared and if you react badly during an encounter like trying to throw something at him or move to hastily towards or away from him then he will slowly become more hostile with each encounter or he just slaps your ass to the ground and kills you for being an ass.[/QUOTE]
Don't even
[QUOTE=DigitalySane;37766379]Does he have to be entirely hostile? There should be a peaceful ending or each play through he behaves differently like in one hes totally friendly but scared and if you react badly during an encounter like trying to throw something at him or move to hastily towards or away from him then he will slowly become more hostile with each encounter or he just slaps your ass to the ground and kills you for being an ass.[/QUOTE]
How would that be scary at all
[QUOTE=DigitalySane;37766379]Does he have to be entirely hostile? There should be a peaceful ending or each play through he behaves differently like in one hes totally friendly but scared and if you react badly during an encounter like trying to throw something at him or move to hastily towards or away from him then he will slowly become more hostile with each encounter or he just slaps your ass to the ground and kills you for being an ass.[/QUOTE]
Then what's the point of doing anything in this game if he's not going to hurt you?
Differently, it would be cool if his hostility to you depended on your actions before, which is partly what you were saying. But not as far as him being friendly to you; that'd be kinda retarded. Such as, if you've pissed him off before he'll go after you aggressively rather than the usual stalk and pounce shit that he'd normally had done if you didn't fuck with him prior. This of course should only be applied to singleplayer.
[QUOTE=DigitalySane;37766379]Does he have to be entirely hostile? There should be a peaceful ending or each play through he behaves differently like in one hes totally friendly but scared and if you react badly during an encounter like trying to throw something at him or move to hastily towards or away from him then he will slowly become more hostile with each encounter or he just slaps your ass to the ground and kills you for being an ass.[/QUOTE]
wow worst idea of the thread
[editline]22nd September 2012[/editline]
[QUOTE=Pat4ever;37766926]Then what's the point of doing anything in this game if he's not going to hurt you?
Differently, it would be cool if his hostility to you depended on your actions before, which is partly what you were saying. But not as far as him being friendly to you; that'd be kinda retarded. Such as, if you've pissed him off before he'll go after you aggressively rather than the usual stalk and pounce shit that he'd normally had you not fucked with him prior. This of course should only be applied to singleplayer.[/QUOTE]
this is better
[QUOTE=Lord of Ears;37766928]wow worst idea of the thread
[editline]22nd September 2012[/editline]
this is better[/QUOTE]
That is worse than running it on the arma engine? Really?
[QUOTE=Jmir 54;37744932]I love the think tankyness this thread possesses[/QUOTE]
This thread went from think tank to shitfest pretty fast
[QUOTE=loophole;37767755]That is worse than running it on the arma engine? Really?[/QUOTE]
except he was serious and you weren't
One thing that's important about the Intruder that I've tried to get across as quickly as possible via promotional content is that it's dangerous and coming for you. There are more interesting mechanics involved, but the bottom line is that he's going to kill you eventually.
The fact that it's inescapably going to hunt you down and kill you is the driving force behind the game, and it's the main reason you're going around exploring the game world.
Is hiding while its nearby a good tactic if you are unarmed?
Or is it a case of fuck everything and keep running.
[QUOTE=GrizzlyBear;37771288]Is hiding while its nearby a good tactic if you are unarmed?
Or is it a case of fuck everything and keep running.[/QUOTE]
shh don't ask/answer that.
I don't want to know if hiding will work.
I want to be unarmed, insanely scared and pondering if hiding will work while playing.
even if you're unarmed there's always physics objects to throw at him. by the time I've played this game through to 100% completion, I want to be able to say that I killed The Intruder with a coffee cup and a soup ladle.
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