Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Story Sticky

A topic by ChaozFrog created Mar 01, 2023 Views: 876 Replies: 153
Viewing posts 21 to 30 of 30 · Previous page · First page
Developer (1 edit)

Hey ya'll!

So, I am finally back from a loooong business trip to Sweden, and while listening to fifty-year olds talk on at conferences I have come up with a few ideas for the story, but all those ideas pivot on one question: Am I allowed to take the story outside of the office, or will it be too much work? Because, my idea is that after coming back to work, Jesse gets curious, and so he checks the label on his automoton colleauge, said label says that the robot was manufactured at 'Jenkins technology', a small nearly-out of business company near the shadier distsicts of town... There I have a cool gameplay idea, where there will be multiple ways to break in at night, and all three ways provide different challenges as to get in, my ideas  for oppurtunities are: The Sewers, a challenge of navigation and not getting lost, The business across the street, a tall bulding with a power line running from the roof down to the roof of Jenkins, this will provide a challenge of stealth as you sneak up the floors trying to not get caught by security, and third: The alley, you will have to beat up several thugs in the back alleys to reach the back door. Anyway, after finding some clues inside the workshop he heads to his discovered location: 'The royal star hotel'. The overarching question here is as said: Am I allowed to go outside of hte office? I feel it would make for a nice change of scenery, and make some new areas that pop in contrast to the mundane office of GGS... When I have gotten the answer I'll get right back to writing, can't wait! :D

Developer (1 edit)

It seems a bit complicated. I think that we should make a bit simpler so something like it plays a cutscene where Jesse drives to the factory. Then you can choose how to get in. The thing that makes games like this scary is inability of action. Basically the more we allow the player to do the less scary the game will be. I think it's a good idea. If this is really what you want I'll be fine with it. But as I said it will become a less of a horror game and more of a stressful adventure game.

Developer (1 edit)

Hey! I didn't really think to make the game into a branching dialouge sotry game, but I just think that one sequence would dmix up the gameplay enough for the player to nevr get bored and always have something fresh on the plate, but you're the boss, you decide.

Oh, btw, thanks for that admin thing!

Bonus btw: Should we make some posts on the community page? Just thinking it would be good to make a sort of hype train going.

Developer (2 edits)

About the branching dialog I was already thinking about doing it but more recently became doubtful because of the difficulty. 

About the post: Sure. Your admin now! (:

Oh and this one is for the prototype page admin link: https://itch.io/game/accept-admin/2055180/7660335

Developer

Nice! But you still didn't answer my question (except if I am extremely dumb), can I have the story go to different locations?

Developer(+1)

So here's my idea: Our game could be like Call Of Duty: Zombies mode. 

What I mean is the game will go on forever (Or a cap of something like 30) and during that time you can find Easter eggs that unlock the plot. So in call of duty if you do the right things in the right order you unlock a cutscene and/or boss battle. In our game if you unlock certain Easter eggs you unlock the robot manufacturers level and perhaps the player could return there on specific nights and find different clues each night they return. Also even after the game reaches a cannon ending the game will continue. Like a high score.

Also I kinda want what FNAF has in the way that some of the lore is hidden in clues and Easter eggs that the player has to figure out.

This was a long message but it's how I wanted the game to be from the beginning. I couldn't find a way to explain it until I remember call of duty's style of storytelling. Please tell me what you think of these ideas especially if something is unclear. The only way we can create a good game is by communicating with each other.

Developer

Sounds interesting for sure! I am all up! So we can have Jenkins technology and The royal star hotel?

Developer (1 edit)

Absolutely!  If you agree with this idea I think it would be right for you to incorporate the Easter egg into the story. It could be something as easy as logging on to the bosses computer. Or finding a series of notes hidden in the building. If you want I could do it for you.

Now I need your opinion on something else: A non-cannon challenge mode I call FrightNights. They would be a hallucinatory kind of night where the difficulty would change from normal nights, mostly higher but the first one or two would probably be of a lower difficulty to teach the player that these will happen regularly. I have a couple of ideas, mostly jumpscares that will shake the player a little.

So what do you think? (:

sound kinda neet to me

Developer (1 edit)

If your truly interested in the Easter egg idea, it's not too hard to find an example on youtube.

Developer

Hm, so the alternate locations will be more like mentions? And the 'FrightNights' could be a fun little mix up! JUst running around in the halls in a hallucinary state? Maybe kind of like the prototype? Just with a bit more threat.

Developer (1 edit)

No. The alternate locations would be a place you go after completing one of the Easter eggs. You can explore and investigate and anything you think should happen at these location would be competently unchanged from any vision that you have for that location. 

And yes the FrightNights would be a hallucinatory challenge night. Weird things would happen like the map being upside down or the enemy fazing in-and-out of existence. They wouldn't hold any lore significance or anything like that, but they would freak the player out cause each one is completely different from the last. They would happen every 7 nights or so, but they would be just inconsistent enough, so the player can't guess when they'll happen next. 

I'm sorry if it feels like I'm pushing my ideas, But as I said I think this could really improve the pacing of the game.

Developer

To be honest... I love the idea! That sense of never knowing when you will get caught of guard would be perfect if implemented correctly! But with you at the helm I am sure we can  make it work, and make it work we will! And with that, I will soon be back to writing :D

Developer

Thank you.

This sounds pretty cool! I'm on board with that

Developer (1 edit)

As I told Titian you can find examples of the Easter egg idea on youtube. You just have to look up "Call of Duty Easter egg."

Developer

Should we release the game in chapters? This would allow us to get part of the full game to other people. Like bendy and the ink machine. I have no opinion on this, so the decision is up to you guys.

Also at night the player has to do tasks to end the night. So do you guys have any ideas?

Also I wanted to try some things in the next Demo That we won't really need until later on. Like a cutscene or voice acting perhaps. Just to get into them.

I think chapters is a good idea, and it´s probably easier to work that way too. I´m all in for that.

As for the tasks... hmm not really sure, I´d need to give it a thought but maybe getting everything back in place? let me elaborate.
Kinda like that RE7 dlc  called " Bedroom" where it's like an escape room but you need to get things back in place before you get caught.
So maybe Jesse does all the things that he needs during the night and at the end he needs to put everything back in place so no one notices that he´s onto something

Developer

I like that idea.

Awesome! I don't know how hard it's to implement it though

Developer

I believe chapters would be a good idea to be honest, it gives us more rrom to see what works and what doesn't, maybe we can release them on a monthly basis? As for the tasks... Maybe Jesse has to clean the kitchen? (And maybe he'll find a code there????).

Developer

Okay then. I guess we'll do chapters. About the monthly basis I actually think it is possible I just need to set everything up and it probably wouldn't take too long to create one chapter. The hardest/longest part would be creating the cutscenes.

Are you sure about the monthly basis? I mean, it's definitely possible but rushing things to keep a short deadline might not be the best of ideas.

Developer

As I said if I can get the inside of all the locations done, and the core gameplay it shouldn't take too long. Of course I do think you're right maybe monthly is a bit too much, but the voice lines and the cutscenes would take the longest period of time. So at least on my end, I might be able to get one chapter done in, at most 3 months. 

3 months sounds pretty good, up to you so take the time needed, on my end some themes and tracks might stay the same but of course new custom tracks per chapter will be needed  

Developer

If you say so. ;)

Developer

Hey ya'll! I know it's been a while, but here is another story update, quick thing: A highly requested change was the addition of marking what is Gameplay and hwat is cutscene, and I am happy tell you that it's finally here, and mates, we are approaching the fun part :)...


                                    Replaced

-Cutscene

Jesse is on the bus to work, there are people all around him, he is drowned in a sea of voices. After a short bus ride the vehicle comes to a stop at the GGS (gravity games studios) HQ.

-Gameplay

 Jesse steps out of the bus and heads towards the door, he looks up at the familiar skyscraper that is GGS HQ. When Jesse opens the door he is immediately hit by the familiar sound of computer typing, phone calls and people speaking louder than necessary. The receptionist is almost hidden behind mountains of paperwork as Jesse passes her and walks into ‘office sector one’. He goes to his usual desk, desk nr. 87 where he turns on his computer and cracks his knuckles for another day of hard work.

-Cutscene

 He looks around, everything is as usual, the large room with an infinite sea of office cubicles, but wait, one of his colleagues, the one named Mark, is gone, and in his place is a robot. Jesse had heard the CEO talk about replacing workers with machines, but he had never imagined that it would actually happen, but beside him now, was a human-shaped robot, with its lifeless eyes fixed on the monitor and its metall fingers typing systematically on the keyboard. Jesse raised an eyebrow at the unannounced replacement of Mark, where was Mark now? Did he get a new job? Jesse tries to work but is constantly interrupted by his own thoughts of what has happened to Mark. He comes to the conclusion that he should maybe ask the receptionist, maybe if he gets an answer he won’t think so much about it.

-Gameplay

 So he gets up from his desk, passes the lifeless automaton and walks out of the sector and towards the white desk of the receptionist who is still hidden behind Mount paperwork.

-Cutscene

 Jesse knocks on the desk clearing his throat, he can barely hear the muffled voice of the receptionist behind all the papers, the receptionist pushes aside a stack of papers looking Jesse in the eyes “yes?” she says in a hurried manner “um, do you seem to know what happened to an employee named Mark?” the receptionist looked at him “which Mark? Mark Johnson, Mark Robins or Mark Halfor?” Jesse scratches his chin “Halfor I think” the receptionist nods and types something on her computer “according to the files the boss has provided, he is still working here, and is already at work by now” Jesse raises an eyebrow “but th-'' but he’s interrupted by the receptionist “if you are so keen on knowing, go ask the boss yourself”.

-Gameplay

 Jesse walks over to the elevator and calls it down to him, when it arrives he enters it and clicks the highest button appropriately named ‘boss’. When the lift reaches the very top floor of the building Jesse is immediately met with a fancy hallway leading to a hand carved oak door with a golden handle. The CEO’s office is a circular room with windows pointing out to all directions, in the luxurious chair behind the oak desk sits Matthias Crawson, the CEO of GGS.

-Cutscene

 “Do we have an appointment?” he asks without getting out of the chair, Jesse closes the door behind him “I just want to know what happened to a fellow employee named Mark, Mark Halfor I mean” the CEO gets up from his chair and turns to look out the window “I don’t understand the question” Jesse clears his throat “Mark has been… Replaced” the CEO shakes his head “no new people have been hired, now get back to work or I’ll cut your salary” Jesse slowly walks backwards, but now with a suspicion sparked inside him.

-Gameplay

 Jesse walks down the hallway back to the elevator, his head spinning, what was going on? Jesse walks into the elevator pressing the button to the first floor, and after a short trip down, he once again stands by the reception. He walks into the office area making sure to have at least a meter between him and the automaton, before he once again sits in his uncomfortable office chair and starts typing on the keyboard…

*Screen fades to black

A few hours later the lunch break starts, Jesse gets up from his chair, noting that the machine beside him hasn’t stopped typing. When he reaches the cantine he walks over to the far end of the lunch line, taking in all the people in the cantine. The room has ten long gray tables and the occasional trash can, at the front of the room is a long disk where employees are served their lunch. Jesse stands in the line for a while before finally he is at the front with a steel plate in his hands.

-Cutscene

 The lunch ladies are about as merry as a janitor who’s lost his job. They are always in this mood for some reason, one of them picks up a ladle and drops a huge portion of what seems to be old mashed potatoes “sauce?” she says in a grainy voice, Jesse nods “uh, yes” she rolls her eyes pouring some darb brown sauce onto his plate “t- thank you”. 

-Cutscene

Jesse walks over to his usual table and sits down, damn, he forgot his fork,

-Gameplay

 he gets up from the table and walks back over to the disk to get his fork, when he reaches the cutlery stand he notices a small black leather pouch on the table,

-Cutscene

 he looks around him, before quickly grabbing the fork, and the pooch. When he is back at his table Jesse puts down the fork and opens the pouch, inside it are a few paper dollars, but also a small note, he takes out the white paper and reads it ‘475634’, he raises an eyebrow, but reads under the numbers, it reads ‘code to encrypted email’, Jesse shrugs and stuffs the note into his pocket before devouring his lunch. When lunch break is over employees usually get a half an hour break, so Jesse walks over to the large albeit old employee lounge and hurls himself down on the gray couch, there were rumors around the office that this couch had once been brown, but it was so old all the color had worn off. Around ten minutes later another colleague of Jesse’s arrived into the lounge hurling himself onto the couch, this was Jack, a close friend of Jesse’s who had recently started working at the company “hey” Jesse said awkwardly, Jack looks at him “um, rumors fare you have been going crazy, the receptionist told me you asked what was wrong with Mark” Jesse stares at him “wait, you haven’t noticed?” Jack raises an eyebrow “what? Is there something I should notice?” Jesse leans back “Mark, is… Well… He has been replaced” Jack chuckles “funny” Jesse frowns “oh come on! He has been replaced with a robot or something!” Jack stares at him “you are joking right?” Jesse gets up from the couch “our break is over”

-Gameplay

 he says in an annoyed voice before walking out into the office area.

-Cutscene

Jesse once again sits at his desk typing mindlessly at the keyboard, the disturbing machine still beside him, he keeps typing for a short while before his office phone rings, he rolls his eyes and picks up the monochrome stationary phone “hello? This is Jesse from the development department” he hears the person on the other side clearing his throat “yes, this is me, your upper manager” Jesse raises an eyebrow “ok? What are you calling for?” the CEO once again clears his throat “I have noticed your severe lack of progress” Jesse nodded for himself “oh, yes, I am sorry, I- uh” he could hear the CEO scoff “no need to apologize, you will just have to work farther into the night” Jesse stuttered a bit before replying “b- but, I’ve places to be!” the boss coughed “and you’ve work to do, now stop wasting your time and start typing”. Jesse was in a bad mood the rest of the day, he had plans for the night, and now he had to waste all his time on some stupid game? He watched as his colleagues left the office all jolly and merry, all while he sat there typing braindeadlessly on his keyboard. Everyone had left and night had set when Jesse decided to go to the toilet, 

-Gameplay

he passed the robot which was still active and working, he then passed all the empty desks before arriving at the back of the office hall. There were three doors, one for the male bathroom, one for the female bathroom, and at the end of the room one marked ‘authorized personnel only’ the latter was half open, and led into a dark metal staircase spiraling down into a basement area. 

-Cutscene

Jesse sat there for a minute, his eyes flashing between the bathroom door, and the much more appealing restricted door, a grin spread across his face, he looked around him making sure there wasn’t anyone else here, and when confirming the lonely situation, he took a deep breath and fully pushed open the white-ish door. 

-Gameplay

Behind it was a dark metal staircase leading down a story or two, a constant ventilator was running down there, as Jesse could hear a rusty hum at all times while standing in front of the door, but he slowly walked down taking in his surroundings as he slowly crept down the metal stairs, the walls were made of a rugged metal material, the stairs were made of what seemed like normal steel, but there was no way of being sure. He soon arrived at the bottom of the stairwell, in front of him was a white plastic door. It contained a small glass window on it, but the glass was so dirty it was hardly possible to make out anything, but Jesse slowly put his finger on the door and carefully pushed it open. The first thing that hit him was the smell of medicine, the second one was the door which hit him in the nose seeing as though the large rectangular piece of plastic was retracting back into its main position, but he pushed it open once again, this time making sure to enter while it was still open. Jesse stared in awe at the room, it was not extremely large, barely any larger than the employee lounge, that pesky man of a CEO wouldn’t invest anything in his employees, or so it seemed, but this small room contained several pieces of expensive equipment, weirdly enough lab equipment, it all seemed to be neurogenetics equipment, it looked like this was where they were researching the psychological side of the video games. Jesse walked around in the room for a bit examining all the peculiar lab equipment, and he who thought the night would be boring, one of the machines caught his attention more than the others though, it looked like a gray server cabinet, but it seemed only to contain hundreds upon hundreds of small chips all plugged into a large square disk,

-Cutscene

 Jesse put his hand on the strange machine, and upon closer inspection the chips revealed something, each of them had two or three letters written onto their backs, some of the combinations included: ‘J.F.H’ ‘D.O’ and ‘M.H’ Jesse examined them all, the letters didn’t seem to stand for anything in particular, he put them back into the device and turned toward a large filing cabinet in the far end of the room, he slowly pulled one of the drawers open. He didn’t know what he had expected, the only thing inside the cabinet was a bunch of papers, but what papers were these? There were several hospital bills, all marked with names: ‘Jonathan Fredrick Hanses’ ‘Donald Oliver’, all the names were written in the top left of their respective hospital bills, all the incidents listed were quote on quote ‘normal’ accidents, car crashes, broken legs, but one stood out to Jesse, the one marked: Brain failure, it was assigned to a woman by the name of ‘Julia Violet’, he kept reading down the page examining the details, her address was written near the bottom of the page, he packed together the paper and stuffed it into his pocket.

-Gameplay (the discussion on the other side of the door is mere audio, not a cutscene)

 The silence was a few moments later broken up by an argument. There was a door in the right side of the room, it was simply marked ‘conference room’. Jesse could hear an argument emitting from inside, there were two men discussing something “sir, there is nothing we can do about it! We did what you asked us to do, it must be them that is the problem!” The first person sounded like a male in their thirties, he had a strong Glasgow accent, the second voice however he knew all too well, for it was the voice of the CEO “Mr. Joyhill, I paid you to do a job, so do it well” Joyhill sighed “I already told you sir, there is literally nothing doable about it, the easiest thing to do is to fire them” the CEO slammed his fist into a table “listen, if that chemical of yours doesn’t do its job, then force it to do it, all assets can be bent and warped till they obey, that is what I did with that imbecile Halford”. There was some more muttering behind the door before Joyhill scoffed “you give us little resources, yet you expect immense results, that’s not how science works” the CEO took a sip of something before clapping his hands together “dammit, Mr. Joyhill, I’ve better things to do, get the hell out of here” Joyhill grunted “so be it! We’ll see how you do without my science” the CEO laughed “you think we depend on you? We are the ones that construct the machines, we acquire the subjects, we do the extraction, you just do the theoretical calculations, and yet you dare say we need you, get out”. Inside the conference room a door was slammed shut before the distinct sound of a light switch indicated that both of them had left the room, the laboratory didn’t contain anything more of interest to Jesse, and so he cautiously tried to open the conference room…

-Cutscene

After silently pushing down the door handle Jesse managed to get the door to open, the conference room was pitch dark because of the impending lack of light, so Jesse's first objective was to find the little light switch.

-Gameplay

He fumbles around in the dark before finally spotting the green glow from the small light on the light switch.

-Cutscene

After flipping the switch the room swiftly lit up, the fluorescent lights made a slight buzzing sound as they went into action.

-Gameplay

In the middle of the room lay a large conference table, several black leather chairs were stationed around it, but only the one at the end seemed like it had been recently used, probably the one the CEO had sat in, he didn’t seem like a fan of standing. But over the table a large projector loomed, Jesse thought of trying to turn it on (we should make a optional gameplay puzzle here, if you can solve it you get to go to ‘Jenkins machinery’ like Cod said, you will get to come back here in later night however, so you mustn't solve it now I don’t have any ideas for puzzles, so I’ll leave it blank for now), after finding the switch for the projector, the machine buzzed for a minute before displaying a 90’s esc quote on quote ‘animated’ video (in the Fallout esc style), and after humming for another minute a female voice starts voicing over the video… “welcome proud scientific pioneers! To the Nova project!” The animation shows a man waving to the ‘camera’, “As you were informed about in the information leaflet that was sent to you in your mail, this project seeks to make the economical world more efficient and productive. Have you experienced your employees being sloppy? Lazy? Or brain dead?" the video shows a zombie sitting lazily in front of a PC without typing on the keyboard “well, the Nova project seeks to rob you of your workspace problems!” the man previously seen hits the zombie with a hammer which suddenly makes it type methodically on the keyboard “with our generous supplier: Jenkins machinery, which has through an anonymous representative, have sent us several subjects to kickstart the Nova project, their kind boss: Jenkins Violet has sadly not been able to contact us about the project, but the representative assures us we have his full permission to use their products'' the man in the video points at several robots that look vaguely similar to the automaton stationed by Jesse's desk. But after this the video changes, the voice starts glitching and turns into inaudible screeches, the video too, starts glitching and graying out, and after a few seconds of breaking the video simply turns off. Jesse waits for a few seconds before scratching his cheek before deciding on his goal: “Jenkins machinery, here I come…”

Developer

I love it!

Developer (1 edit)

Just a few questions:

Will more then one, or all of the employees get replaced. If yes we could personalize their desks, and after they get replaced the desks are all their personal items disappear as if all the emotion that they had in the building has faded away.

Also what is the personal risk for Jesse himself? All horror-games have something that makes the player feel a certain kind of fear: FNaF has the torment of getting stuffed (the fear of pain and death). Bendy has the Inky blackness (existential dread and death). Baldi's basics has math (school! Just kidding it's the fear of distortion and mutation). All these examples are fears that are amplified by the environment. Getting fired, while it can be scary, isn't life threatening. So will he be killed, or will something worse happen to him? Like torture or getting replaced.

Also I, like a lot of people, do feel a bit...weird when around robots or AI. Getting replaced is a very real and scary fear for people in the near future. But for a horror game I think it could be interesting for the employees to not just get replaced but their minds get hijacked by this machine or entity. Or perhaps it doesn't just replace them at work but also at their home and family or just causes them to abandon anything other then work.

These are just creative ideas and questions. If anything is unclear please message me: I feel that a lot of stuff is unclear. By the way I can't wait to work on these things in-game. It's already an enticing story!

Developer

Ok, so I have this really interesting and complex plot for Jesse and the robots planned, so, basically, the Nova project is Jenkins' planning, epmhasis on 'planning' by the way, to manufacture official models for the 'Hyper-efficient workers' (HEWs), but do you notcie the problem? 'Planning', they haven't done so yet... Then how are the automotons already in action? Well, the HEWs have (bear with me here for a slight moment) built themselves, yes, I know, bizzare af, but listen, the AI developed by the Nova representatives was implanted into chips before the manufacturing of the HEWs, and using that digital knowledge the AIs' constructed thesmelves bodies to act as hosts. Aproppo representatives, do you remember the Jenkins representative mentioned in the informational video? Well, that's the AI hive mind, please don't get a mental concussion just yet. The reason no one noticed Marks dissapearence, is that the HEWs have constructed AR-like virtual bodies, so to anyone else they seem like the person that got replaced, but Jesse isn't anyone else, he had brain surgery a few years before the project was initiated due to a car accident. And the CEO doesn't know the fact that his employees are being replaced (yes, I said 'employees ;)), as officially the physical part of the project hasn't yet ben initiated. But what happens to the employees I hear you ask? Well, their conciousness is digitalized so that the HEWs can use it to emit a more realistsic visual hologram of the person they are 'representing' this leaves the original human lifeless due to a lack of consiousness. As for the fear this should emit, I think it's more of an existential dread, or a sort of Autophobia as all your friends slowly dissapear... If you think all this is way too over the top, please let me know and I'll simplify it :D.

Developer

I think perhaps it's a little too complected but other wise it's great. Maybe it's just the delivery, so when you lay it all out like that, it sounds more complicated then it actually is. I don't know. But the fact that you have the story and world-building this realized is very inspiring.

Developer

Yeah, it will definetily be drawn out to make it understadable and won't be dumped all at once.

Developer

Hey ya'll! New opdate here! Decided to not post the entire thing this time, just the new addition as to not clutter up the page, enjoy! :D


Day 2

-Cutscene

At the office once again, Jesse opens the doors to once again be greeted by the noise of keyboards, printers and an array of voices. (The player now has two choices: Either confront the CEO about the basement and the information contained there, or go to work as normal). 

If the player picks to confront the CEO the following events will occur:

-Gameplay

Jesse walks over to the elevator and picks the floor named ‘boss’. After some relaxing elevator music the door finally opens, half a minute later Jesse opens the door to the CEOs office,

-Cutscene

 this time brutally barging in “Boss, can we talk?”.

-Gameplay (gameplay as in you can walk around in the office as the events play out)

 The CEO looks up from his paperwork “this is the second time you barge into my office, it better be important” he responds with a harsh and irritated tone. Jesse closes the door behind him and clears his throat “you know your intzy laboratory under the office building, I seem to have found my way there, and you have a lot to respond to”, the CEO puts down his pen and raises an eyebrow, he looks genuinely confused “err, no?” Jesse scoffs “what about Mr. Joyhill, the NOVA project, and Jenkins, eh?” the CEO shakes his head “the answer is still no, is there nothing more important? That’s what I thought, now get out” but Jesse refuses to leave the office “look, the bloody police can get involved, so now you speak up, or I’ll hit up 911, right?” the CEO looks down at his paperwork, you mentioned the name Joyhill?” Jesse nods before letting the CEO continue “there is one thing I can tell you, I fired him a few years back, satisfied, marvelous, now leave my office or I’ll fire you” Jesse reluctantly then leaves the office in fear of losing his livelyhood. He quickly walks down the hallway murmuring to himself “Joyhill, fired, eh?”.

-Cutscene

Jesse enters the elevator and pushes in the button for the first floor where the office space resides, after yet another elevator trip elevated majorly by the elevator music the lift stops, and opens its doors.

-Gameplay

Jesse realises he is late for work, and so he hurries back to his work space, and just like the previous day, the automaton is systematically typing on the keyboard, it has been working all night, he realises, as he can hear the break-starved fans screaming inside of the computer. 

-Cutscene

Jesse sits down in his chair, he realises the colleague to his left is gone today, he didn’t really them, but the fact that they were missing now, made the situation even more eerie…

(Screen fades to black)

-Cutscene

Lunch break, finally, Jesse pushes away from his desk, he couldn’t wait to get something edible into his digestive system. 

-Gameplay

Once again, the road to the cantine went smoothly, he soon arrived at the monochrome mess hall, the line to get consumables was as always, long, but Jesse promptly put himself into the line.

-Cutscene

But not one moment passes before Jack squeezes himself into the line infront of Jesse and turns around “mate, heard rumours you’ve been sneaking around where you shouldn’t be” Jesse rolls his eyes “no…” Jack scoffs “c’mon, what did you find in the lab?” Jesse hesitates for a moment “wait, how do you know there’s a lab down there?” Jack blushes “errr, j- janitary job” Jesse nods suspiciously “didn’t know you where a janitor” Jack nods intensely “y- you learn something every day, right?” before hastily turning to face away from Jesse…

(Screen fades to black yet again)

-Cutscene

Jesse recieves his food in the same lazy manner as the previous, and really, any other day, walking over to a table like any other day, Jesse starts to wonder, the cooks in the kitchen are quite old… Maybe they can tell him something about Joyhill?

-Gameplay

He walks over to the kitchen,

-Cutscene

and knocks on the white plastic door, a man with a gray beard and glasses opens, “if ya didn’t like the food ya can just throw it away you know, then we’ll se ya starve to death, eh?” the man sounded Irish, very Irish, but Jesse nods and politely asks “excuse me, but do you know of an employee with the surname ‘Joyhill’? He was apparently fired a few years back, and so I thought I’d ask some of the, errr, more experienced, people here if they remembered him” the old man steps out of the kitchen, he has a white apron on him, albeit it is covered in grease stains “Joyhill, eh? The man was nasty, always poking around where he don’t belong, ‘ol boss fired ‘im ‘fer good reason, he always messed more with machinery than working on those blasted games ya’ll work on” Jesse nodded “thank you for the… Intel”.


Developer

Nice!

Developer

I was thinking about the fear we are tying to invoke, and I think the fear Cronos Syndrome would represent would be -what I call- the "Fear Of Tainting! " Basically we all have two death: when we die and when we are forgotten. But this fear would corrupt your memory. If that makes sense.

Developer

This sounds interesting, but in what way would it corrupt it? Like your mind tricks you into thinking no one sees you and you've been forgotten? Or something else?

Developer

That is actually more interesting then What I thought of: it replaces you and so people remember it's achievements, and not yours.

Developer

Thanks! What did you think of though?

Developer

The ending part of my response was my idea: it replaces you and so people remember it's achievements, and not yours. Sorry if it wasn't clear.

Developer

Oh, interesting! Maybe we could combine the two, and make it into an existensial dread? xD

Developer

I think that would be awesome!

Developer (3 edits)

So I was thinking about my easter egg idea. Maybe to a lesser extent then I originally thought. Because for call of duty, they have millions of players and each player just knows that there are secrets to uncover, and each player uses other players progress to solve them. Just for example: we get a hundred players, and each devotes only 1 hour to one easter egg, most players won't find a single secret. And even then we don't need all the steps of a big game like Call Of Duty. Just a piece of paper hidden in a corner would be great (Like Jesse's hospital bill).

Though one thing on my part is something I call "Out of world easter eggs." These are easter eggs that don't exist canonically, but are just fun little tid-bits for the players, such as a nod to a famous movie, video game or youtuber.

I would really appreciate feedback, and looking back on it, I was kinda forcing my ideas, so I'm very sorry about that!

Edit: Maybe if the player completes optional tasks they either unlock the secret after a certain amount of "Overtime tasks." Or it gives them a hint to complete the real secret. 

Also if I remember correctly we talked about multiple endings, and I love the idea. Just a few broad ideas for some endings. 

Good-Ending: where Jesse stops the GGS and/or saves everyone. 

Neutral Ending:  Jesse escapes the GGS but let's the company continue operating. 

Bad Ending: Jesse get's replaced and the company continues for the foreseeable future (This would be different then getting killed by the robot. It could be the player forgot a few steps to unlock the good ending).

These are just broad examples for some endings, so there could be more endings where Jesse succeeds or fails in different ways (like maybe recruiting the other employees or the Boss for instance).

Developer (2 edits)

I too have been thinking about easter eggs to be honest, but I believe we should get a bit farther into production befoe focusing on them. But, I have an idea for the 'bad' ending, and boy, it's a weird one, please tell me if you like it though! In this ending Jesse goes to work as normal, he doesn't say a single word on the way and seems happier than he has ever been through the entire game, the sky is unnaturally clear, and every single person has a smile on their face, he goes into the office as normal, but every single person that was previously replaced is now back again as a normal human, however Jesse doesn't note or even seem to observe this at all... He sits down at his desk besides Mark, and starts working. It quikcly cuts to lunchbreak, and Jesse is walking down the hallway when he notices one of his colleagues staring weirdly at him, as if Jesse were some kind of monster... After denying his lunch and just sitting down at a table, Jesse notices the colleague from eariler walking into a secluded room, he quikcly gets up and follows the scared little man... The room is dark, and the employee is on his phone in one of the corners, he seems to be frantically texting someone, like he is in a panic. Jesse walks over to the man who quikcly drops his phone in fear and cuddles into the corner. It's then that Jesse speaks his only words in this ending, the words are cold and emotionless, but they are words nonetheless "congratulations! you have been promoted!".  (note that we have not seen Jesses arms for the entirety of the ending up until now) Jesse raises his arm, which is revealed to be made of pure metal with wiring and metal seams, the tips of his fingers are sharp as knives, he then brings down his arm upon the employee to the sound of flesh being pierced... After this, Jesse leaves the corpse -who he has impaled thorugh the neck-, and leaves out back into the canteen, when he enters the eating hall, the doors open, and in walks the man he just 'promoted' in the back room, the man has a smile on his face, and it is as if nothing ever happened...

What do you think of my 'bad ending'? :D

Developer

I think this really sells the fears that we are trying to invoke. I think in this ending (perhaps we could have different endings for bad, good, and neutral), we should make it seem like the player has unlocked the good ending. This would make the twist more of a surprise. Also, about the Easter eggs, I think you are absolutely correct. a lot of games I enjoy have Easter eggs, and one of my first ideas for this game was it being packed with Easter eggs. I now realize that this is both bad for casual players and is not a good idea for such a small project.

Developer (1 edit)

How could we make it seem like the good ending tho?

Edit: We have the secretary say: "The boss was recently fired, you should meet our now CEO when you have the time". The elevator won't be available, but this makes it seem like the threat is gone!

Developer

Something like that. Though I don't think the two endings should be identical, to allow individuality.

Developer

Right, good idea!

Developer (1 edit)

every time a coworker gets replaced, a new robot appears, as we've talked about. But my original idea was that the new robot could attack the player as well. Only one enemy per day, but each one would have their own way of attacking the player. Here are some of my ideas of enemy behavior, these can be changed in any way you think is necessary :

One idea is that the enemy wouldn't chase the player, but would make an audible noise when it's about to attack. Basically the player would be doing a task or something when they hear a very feint sound. They then have to search around them with the flashlight on (Or torch if you prefer), they'll see a transparent version of the enemy. This would keep going all night or ontil the enemy's trade rolls between attacking and working.

My next idea is basically just a weeping angle from Doctor who. 

And then my last idea is an enemy that chases the player relentlessly at a slow pace.

I need input with these ideas especially if you don't understand them, cause I don't think I explained them very well.

Developer

Ahoy! Those sound really cool (especially the flashlight one), but err, what is a weeping angel? I haven't watched doctor who.  But I also had an idea for an enemy, they would be like a janitor, and like crawl through the vents, and there would be a small banging sound cue that signalises that they are near, when you know they are in the area, you need to stay far away from vents, as if you get too close he will jump out and drag you in, we could also place vents near key locations, so that during certain nights the player will be forced to take another route they aren't familiar with.

Developer (1 edit)

Sorry about the weeping angles! They basically only move when your not looking at them.

I think your idea is my favorite so far! it's so original and it expands on things that we already have in the game. Thinking like a real game dev I'd say! I'm going to add it first thing!

I beg you, to tell me of any more flashes of inspiration you get!

Developer

Oh I will! Thanks mate! :D I should be back on normal schedule too soon!

Developer

Hey ya'll! So, I know the story of this game is all over the place at the moment, and so I have decided to make the decision to reboot the story. I want to start over again, make a tighter story that makes a bit more momentary sense, what I mean by that is that the story at the moment, has the flaw that at any one point you can not know at all what is going on, it only makes sense from a wide view, I know this is confusing and I can explain further if anyone wants, but for now we'll leave it at that. So, if anyone is strictly against this decision, please let me know! And if there is something you want in a new rendition of the story, let me know too! Thanks for reading and I hope this though decision will bring positive outcomes. Cheers! :)

Sounds good to me! Can't wait to see what you end up writing 

Developer (3 edits)

I think I understand what you mean. So, when spoken about in a timeline manner, it sounds good, but being there yourself, it makes no sense. Right?

Also, I completely understand the why. I had the equivalent to your problem in the game's code.

About what might need changing, I thought the story was amazing but in my original view of the game, the robots were built by a private commission type company. Like they have the tools, and you have the idea sort of thing (If that doesn't make sense, please message me). I like the idea of this company to have a heartless, emotionless name. So like "Great Forge" or "Flex Robotics/Mechanics" or something.

Oh, and Happy Halloween (Or Hallowe'en. idk which way you guys spell it over the sea. I've heard it both ways), hope you have a lot of sweets, and a good day to you all!

Developer

So we are keeping the 'robots from external commision' part? Sounds great!

Developer

well if you want to.

Developer

I'd gladly! :)

Developer

So, for the new story, what are some elements ya'll want? I know I kind of asked this before, but I'll ask again, what does everyone want? Same characters? New Characters? Locations? Plotlines? And I might add that in the new rendition I want to put a heavier focus on investigation, figuring out what is going on, and then maybe even different endings depending on the conclusions you make!

Developer (1 edit)

How ever heard of the game Return of the Obra Dinn. I personally have not played it but it looks very similar to what you talking about.

About the rendition I think we can recycle most of what we talked about before.

Developer

Thanks! I'll try to start working on it soon when I have all the basic ideas ready!

So I've been playing a lot of Survival Horror (specially Fatal Frame, Rule of Rose and Outlast 2) lately and I personally think that making the protagonist vulnerable and defenseless can be good if that's a type of horror we want to achieve, plus it goes well with investigation like you were suggesting. So investigation and a touch of stealth and maybe psychological horror? That's just some ideas but using some of the things we already have, you know?

Developer (1 edit)

I totally agree. I was watching a lot of videos about different types of horror games, and a lot of people complained that games that allowed the player to fight back were much less  horror-like  unless done correctly. That is actually the reason I removed jumping in the demos because I thought it was too freeing for the player.

Yes, that´s why I really like the concept of survival horror, limited resources and limiting or straight up ignoring combat and that mixed with the investigation aspect can be a good thing

Developer (1 edit)

Exactly! That's probably why the concept really kicked off.

So yeah, maybe that can give some ideas for the plot and gameplay

Viewing posts 21 to 30 of 30 · Previous page · First page