#Looking for Devs on my Horror Game

1 messages · Page 1 of 1 (latest)

rugged sluice
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Game Name:Veinspire
Description: This game is a up to 8 player Horror Survival game where you and your friends are at your house, gaming. when suddenly the TV cuts off and a Nuclear War alert plays on the screen, since you (the host) is the richer kid with a paranoid dad, has a nuclear bunker, you go into it. unfortunately your parents are MIA and they were on a trip in the Bahamas.(so you thought) each kid has a special attribute since you're in college (genetic engineering, mechanical engineering, computer science & more to come) which you can choose in the startup lobby and you have to have a certain attribute to access certain equipment. you get skill points for every mutated human you kill and you can put it in to more knowledge about different things. (more to explain when you join)
Game Type: Horror Free world Survival (essentially Satisfactory or any engineering/automation game x mutated humans in a nuclear fallout)
Game Length: Could be endless depending on which ending the player chooses
What you're looking for:a full Development Team, Payment will be commission once the game is done and being sold. (looking for people who can also teach me to make the game on the way)
How many people are working on the project right now: 2 (Me Included
Jobs:

Concept Maker: @rugged sluice

Game Designer:

Level Designer:

Game Developer / Programmer: Whymonssi

Technical Director:

Art Director:

3D Modeler:

2D Artist / Concept Artist:

Animator:

UI/UX Designer:

Sound Designer:

Composer:

QA Tester / Quality Assurance:

Producer:

Project Manager:

Narrative Designer / Writer:@uncut drum & @rugged sluice
Community Manager:

Marketing Manager:

Localization Specialist:

Tools Developer:

Build Engineer:

novel turret
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Is this a final game conception or I can give you advice?

rugged sluice
novel turret
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So... I think I divide my thoughts on a few messages.

  1. About beginning. Yeah, paranoid dad with nuclear bunker sometimes really is, but it's too simple and... you know it's like a cheap way and remind some standard poor things like "Big Hero 6", when heroes already have what they need ( like skills, knowledge, resources and so on ) . What about something similar, but with more perspectives ( of course you can project that on you idea ) - what if after turn off internet and phone, after nuclear alert ( and just because, I think, we haven't another alert signal ) maybe police or military forces took heroes to nuclear bunker, but fact is nobody know what happening ( government structures must have instructions for these situations ). And, for example, after some time ( maybe years ) resources in bunker are low and heroes goes outside for that.
  2. 8 heroes. Do you want make game for 8 players or for 1 player and 8 playable characters? Or maybe 2-4 players with 4-2 character for each? From that depend action and storytelling.
  3. In old games "Breath of Fire III-IV" you have some characters. Each of them has skills. Some has magic and skills. But you have teachers or masters too. From them depend your level-up - which stats grow faster or slower. At same time each character can has only one master. After few level-ups your master give you some skill or magic.
    So, you can use that way. For example, if your heroes in government bunker, they can choose their masters already from start. If you use idea with... family bunker - so, you can make some "missions" in which player can save people, who will be masters ( of course, not each character must be master ). And that moment good for making and increasing skills and knowledge of character ( by logic or story and technically ). That moment can be used for few players too, gives players some freedom in their choice.
novel turret
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I'll continue.

  1. If you use government bunker ( and again, with family bunker you can go in that some saved people ), even if make game for few players, you can make available to choose and change playable characters. For example, in some "missions" or decision some tasks player can take some characters, for another tasks - another characters.

  2. Think about gameplay and storytelling. And, when I talk storytelling, I mean that in oldschool way - how and what happening "in each moment". From that depend graphics too.

  3. Graphical part bink with emotional part too. Emotions very important. You know, you call that - horror game. But many years we don't have real horror games. Screamer can be made from each image that you can find. But real horror is not a screamer. But what is a difference between horrors and other games? Emotional part. Even horror can be light, but dark locations more standard. But emotional part is a key. For example, when in shooter enemies attack you, you think what to do and so on, but your thoughts it is a tactical thoughts. You can have emotional reacts on, maybe local, win or lose, but it is only your emotions on your actions. But emotional part of horrors is different. Your reactions is based on what happening or can happend with heroes. Right storytelling and action make you to worry about heroes. As example I put here short video from beginning of "Resident Evil 3". Of course, all players know that Jill can't die at first minute ( what a twist could be ). But scene very emotional for gamers.
    And, I thought about that when I wrote that, interesting, but not easy part of horrors - undefeated enemies. Maybe, scenes with them are one of best for deep dive in horror and emotional symbiosis. Like in same "Resident Evil 3" - all know and remember "S~T~A~R~S" that saying Nemesis. And how horrifying continue walkthrough after first two-three meeting.

novel turret
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  1. Of course, to emotional part of gameplay you add emotional part of story. Here will be nice to work with voice actors. And add some text info. It can make good suitable atmosphere. As examples of text you can watch three videos - "G Diary", "P Diary", "S Letter" from that link : https://drive.google.com/drive/folders/1eQpT_rLbJ43HdkunRme6Rz-Ggb9G0DGN?usp=drive_link
    They were record for other project, so pause to read.

  2. Better way to make emotions to characters and grow they in player - make attractive characters or ugly. And I talk not only about their appearence. For example, like in movies - if you hate character - really it can mean that actor made his work well.

  3. Don't forget about music. Espacially for dialog scenes. As examples you can watch videos from folder in link above.

  4. Some addition to action part in sphere of skills. This addition based on some indefinite situation ( story part ) in the beginning. So, you can easily go beyond limits of nuclear apocalipse. You can make some nuclear areas with mutants and radiation, some "normal" areas with humans and beasts ( not only enemies ), some untouched or almost areas, destroyed towns areas and so on. And different characters will be more or less usefull in different areas.