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In Memory
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Kurton Offline
Senior Member

Posts: 392
Joined: Oct 2010
Reputation: 11
Post: #1
In Memory

I figured I'd go ahead and toss this out here.

Screenshots:
Spoiler below!

[Image: Screen%20shot%202011-04-18%20at%209.21.28%20PM.png]


Spoiler below!

[Image: Screen%20shot%202011-04-16%20at%207.57.28%20PM.png]


Spoiler below!

[Image: Screen%20shot%202011-04-18%20at%209.32.49%20PM.png]


Download

This'd probably be best labeled as "Late Beta-Stage," seeing as how one can play through the entirety of it, but I'm not too certain it's error-free. As always, open to suggestions and bug-reports :D

Custom story: Simulacrum
My music: http://kurton.bandcamp.com
(This post was last modified: 08-04-2012 06:03 PM by Kurton.)
04-24-2011 04:32 AM
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SkyeGU Offline
Junior Member

Posts: 29
Joined: Apr 2011
Reputation: 0
Post: #2
RE: In Memory

Downloading and giving this a try right now; i'm in a mood to be scared out of my mind. I'll report back soon!
04-24-2011 04:56 AM
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masterlinx667 Offline
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Posts: 19
Joined: Mar 2011
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Post: #3
RE: In Memory

Are you supposed to be able to combine the chipper and hammer to destroy the lock in the cellar...because I'm trapped in the Cellar and can't find any way to get out. I tried combining the chipper and hammer but it says "this combination doesn't work." Also I tried using the chipper and hammer separate on the lock...and it doesn't work and well the door back to the study is stuck so I'm basically trapped in the cellar.
04-24-2011 05:26 AM
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SkyeGU Offline
Junior Member

Posts: 29
Joined: Apr 2011
Reputation: 0
Post: #4
RE: In Memory

Got through and I have a few comments.

Spoiler below!

First, wonky doors! Not all of them, mind you, but some of them have the strange behavior of opening 2/3 of the way and then springing back and closing. The most noticeable for me were in the early areas before obtaining the lantern.

Second, beautiful areas! I can tell that you put a significant amount of work into each area as you went. Wonderful job! The only question I have is in the area that you enter after breaking the padlock with the hammer/chisel combination. I havn't had the chance to go back and investigate again, but is there more back there? I took the first door on the right and it took me to the tree and up the staircase... So I feel like I missed out on the rest of that back area (if there was any). I'll go back and play again later to look around; unless Mr. Face (The Brute) is back there and kills me.

Third, the scare factor. I didn't feel particularly scared at any point. Certainly it was surprising to find Mr. Face (The Brute) just randomly in the Cellar, but it felt slightly out of place. There wasn't much leading up to it. Most of the areas felt very well lit prior to the cellars, so there wasn't much reason to fear.

Lastly, the girl's laughing. Being a fan of horror in general, I am terrified by the sound of a little girl's laughter. Any little girl laughing means horrifyingly bad things are going to happen. The sudden door closing at the top of the spiral staircase was a nice touch, but I didn't feel any particular dread or reason to be afraid after I had passed the great tree and read the nice note from the girl.

Of course, if your goal wasn't to be scary (but then why was Mr. Face (the Brute) in that room?...), then by all means ignore me. It was a fun playthrough with wonderful level designs.


Also...

Spoiler below!

I'm uncertain of the story. You arrive at your father's castle who has been doing experiments. There are notes pertaining to the experiments and to the girl (your sister, one of the subjects? I can't recall, I need to go back and look at the notes. This is me not remembering it, because i'm certain you made this known). You happen upon... some sort of creature which breaks down some doors for you and somehow ends up on the other side of a locked gate that you come to. Then you find a note from the girl and as you proceed she messes with your head a little bit. ... and then you go into the floor hatch and find... .... ... what even was that? Sad I'll need to replay it to piece more things together.


But, seriously.
Give me your level designing skills.
I want them; your areas were awesome.
(04-24-2011 05:26 AM)masterlinx667 Wrote:  Are you supposed to be able to combine the chipper and hammer to destroy the lock in the cellar...because I'm trapped in the Cellar and can't find any way to get out. I tried combining the chipper and hammer but it says "this combination doesn't work." Also I tried using the chipper and hammer separate on the lock...and it doesn't work and well the door back to the study is stuck so I'm basically trapped in the cellar.
They combined just fine for me and I made it through. Did you try dragging the chipper to the hammer or the hammer to the chipper? Try both! They should totally combine.
(This post was last modified: 04-24-2011 05:33 AM by SkyeGU.)
04-24-2011 05:32 AM
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masterlinx667 Offline
Junior Member

Posts: 19
Joined: Mar 2011
Reputation: 0
Post: #5
RE: In Memory

(04-24-2011 05:32 AM)SkyeGU Wrote:  Got through and I have a few comments.

Spoiler below!

First, wonky doors! Not all of them, mind you, but some of them have the strange behavior of opening 2/3 of the way and then springing back and closing. The most noticeable for me were in the early areas before obtaining the lantern.

Second, beautiful areas! I can tell that you put a significant amount of work into each area as you went. Wonderful job! The only question I have is in the area that you enter after breaking the padlock with the hammer/chisel combination. I havn't had the chance to go back and investigate again, but is there more back there? I took the first door on the right and it took me to the tree and up the staircase... So I feel like I missed out on the rest of that back area (if there was any). I'll go back and play again later to look around; unless Mr. Face (The Brute) is back there and kills me.

Third, the scare factor. I didn't feel particularly scared at any point. Certainly it was surprising to find Mr. Face (The Brute) just randomly in the Cellar, but it felt slightly out of place. There wasn't much leading up to it. Most of the areas felt very well lit prior to the cellars, so there wasn't much reason to fear.

Lastly, the girl's laughing. Being a fan of horror in general, I am terrified by the sound of a little girl's laughter. Any little girl laughing means horrifyingly bad things are going to happen. The sudden door closing at the top of the spiral staircase was a nice touch, but I didn't feel any particular dread or reason to be afraid after I had passed the great tree and read the nice note from the girl.

Of course, if your goal wasn't to be scary (but then why was Mr. Face (the Brute) in that room?...), then by all means ignore me. It was a fun playthrough with wonderful level designs.


Also...

Spoiler below!

I'm uncertain of the story. You arrive at your father's castle who has been doing experiments. There are notes pertaining to the experiments and to the girl (your sister, one of the subjects? I can't recall, I need to go back and look at the notes. This is me not remembering it, because i'm certain you made this known). You happen upon... some sort of creature which breaks down some doors for you and somehow ends up on the other side of a locked gate that you come to. Then you find a note from the girl and as you proceed she messes with your head a little bit. ... and then you go into the floor hatch and find... .... ... what even was that? Sad I'll need to replay it to piece more things together.


But, seriously.
Give me your level designing skills.
I want them; your areas were awesome.
(04-24-2011 05:26 AM)masterlinx667 Wrote:  Are you supposed to be able to combine the chipper and hammer to destroy the lock in the cellar...because I'm trapped in the Cellar and can't find any way to get out. I tried combining the chipper and hammer but it says "this combination doesn't work." Also I tried using the chipper and hammer separate on the lock...and it doesn't work and well the door back to the study is stuck so I'm basically trapped in the cellar.
They combined just fine for me and I made it through. Did you try dragging the chipper to the hammer or the hammer to the chipper? Try both! They should totally combine.

It won't combine for some reason :/ no matter which way i try it
04-24-2011 05:54 AM
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Kurton Offline
Senior Member

Posts: 392
Joined: Oct 2010
Reputation: 11
Post: #6
RE: In Memory

(04-24-2011 05:32 AM)SkyeGU Wrote:  Got through and I have a few comments.

Spoiler below!

First, wonky doors! Not all of them, mind you, but some of them have the strange behavior of opening 2/3 of the way and then springing back and closing. The most noticeable for me were in the early areas before obtaining the lantern.

Second, beautiful areas! I can tell that you put a significant amount of work into each area as you went. Wonderful job! The only question I have is in the area that you enter after breaking the padlock with the hammer/chisel combination. I havn't had the chance to go back and investigate again, but is there more back there? I took the first door on the right and it took me to the tree and up the staircase... So I feel like I missed out on the rest of that back area (if there was any). I'll go back and play again later to look around; unless Mr. Face (The Brute) is back there and kills me.

Third, the scare factor. I didn't feel particularly scared at any point. Certainly it was surprising to find Mr. Face (The Brute) just randomly in the Cellar, but it felt slightly out of place. There wasn't much leading up to it. Most of the areas felt very well lit prior to the cellars, so there wasn't much reason to fear.

Lastly, the girl's laughing. Being a fan of horror in general, I am terrified by the sound of a little girl's laughter. Any little girl laughing means horrifyingly bad things are going to happen. The sudden door closing at the top of the spiral staircase was a nice touch, but I didn't feel any particular dread or reason to be afraid after I had passed the great tree and read the nice note from the girl.

Of course, if your goal wasn't to be scary (but then why was Mr. Face (the Brute) in that room?...), then by all means ignore me. It was a fun playthrough with wonderful level designs.


Also...

Spoiler below!

I'm uncertain of the story. You arrive at your father's castle who has been doing experiments. There are notes pertaining to the experiments and to the girl (your sister, one of the subjects? I can't recall, I need to go back and look at the notes. This is me not remembering it, because i'm certain you made this known). You happen upon... some sort of creature which breaks down some doors for you and somehow ends up on the other side of a locked gate that you come to. Then you find a note from the girl and as you proceed she messes with your head a little bit. ... and then you go into the floor hatch and find... .... ... what even was that? Sad I'll need to replay it to piece more things together.


But, seriously.
Give me your level designing skills.
I want them; your areas were awesome.

Thank you greatly for the reply and criticisms!

First...

Spoiler below!
I improvised a lot with this. At first I wasn't really aiming for much of anything to be scary at all; My heart was set on peaceful areas with calming ambience, etc.

As I progressed forward with ideas, I set checkpoints of events in my head, with my hands doing most of the levelwork as a bridge from scene-idea to scene-idea. But more often than not, by the time I got to near a planned area, my intentions/direction had changed almost completely, and with it, the story. And I had grown too satisfied and fond of the things I had already placed to remove some of them.

Now, the girl. For a tad more exposition, I'd suggest returning to the hall where you turned off toward the (ante?)chamber with the twisted tree. At the end of that hall, the room beyond the door gives a bit more story.

To be honest, I had aimed to make that a required area to traverse, by putting up a door to the tree-chamber and stowing away the key somewhere in the aforementioned room. But I had grown a bit tired of the "find key, open door, repeat" mechanic I see in a lot of stories, but then again, I had little imagination devoted to finding something else. (i r teh lazy). So, I just made it optional. I see now, that that just appears to make things confusing. Confused

And...

Spoiler below!
Anja was originally going to be Robert's sister, but I scrapped that because it wouldn't be congruent with... y'know... the particular attitude/humanity with which the father's experiments on her are carried out.

And you're supposed to kind of connect with her... :3

EDIT: Oh, a few more.

Spoiler below!
The chest at the end is the family fortune.

The servant is just there because.... he's a servant. :C

Custom story: Simulacrum
My music: http://kurton.bandcamp.com
(This post was last modified: 04-24-2011 06:00 AM by Kurton.)
04-24-2011 05:56 AM
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SkyeGU Offline
Junior Member

Posts: 29
Joined: Apr 2011
Reputation: 0
Post: #7
RE: In Memory

Ahha!

Spoiler below!

I shall need to play through once more and explore those areas further, especially now that I know that there are things to find there. Considering that, for this custom story, there was only one instance of a key for a door being needed... I don't particularly think that one more would hurt in this area. Alternatively, you could add a pitfall in the hallway leading to the tree that requires a bridge piece that is further in the previous hallway? This way the player explores and finds the information as well as the bridge. It's possible!


...and!

Spoiler below!

I thought so! She was being experimented on as well. That's what I had gathered from playing through once.

Man, the moment she threw those coins down to me I was like "Woah, sweet! Thanks, girl!"... and then I passed out. Totally connected with her for a split second because she gave me stuff. Who doesn't dig free stuff?!

I think perhaps adding a few instances of giggles or notes referring to her earlier in the level could help feeling more attached. I know that the note below the tree made me think "Cute little girl note! There is no way this can be bad!" and I was right!


EDIT: As well as...!
Spoiler below!

Mr. Face was the servant? Hot diggity damn I missed something somewhere. I need to be a bit more observant on my second playthrough. Whoops!

Family fortune for the win! It makes sense for that to be the family fortune, but unless I missed something... I was completely unaware of what it was when I got to it. Sad Hmmm!

(This post was last modified: 04-24-2011 06:05 AM by SkyeGU.)
04-24-2011 06:03 AM
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Kurton Offline
Senior Member

Posts: 392
Joined: Oct 2010
Reputation: 11
Post: #8
RE: In Memory

(04-24-2011 06:03 AM)SkyeGU Wrote:  
Spoiler below!

Family fortune for the win! It makes sense for that to be the family fortune, but unless I missed something... I was completely unaware of what it was when I got to it. Sad Hmmm!


Spoiler below!
You didn't miss anything, I just forgot to mention it anywhere. :F

Oh, and thank you for that bridge idea!

Custom story: Simulacrum
My music: http://kurton.bandcamp.com
(This post was last modified: 04-24-2011 06:12 AM by Kurton.)
04-24-2011 06:12 AM
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SkyeGU Offline
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Posts: 29
Joined: Apr 2011
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Post: #9
RE: In Memory

Smile Anytime. I'm still going to give it another playthrough because I need to see what I missed in the hallway before the tree.

Out of curiosity, do you intend to add more scares or just allow players to enjoy the ambiance of certain areas?

And... any reason you chose to use Mr. Face (The Brute) instead of Scruffy (The Grunt)? I always wonder if it's personal preference or something more.
04-24-2011 06:34 AM
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Kurton Offline
Senior Member

Posts: 392
Joined: Oct 2010
Reputation: 11
Post: #10
RE: In Memory

Pretty much just a preference, and the Grunt to me seems used so much more...

Custom story: Simulacrum
My music: http://kurton.bandcamp.com
04-24-2011 07:50 AM
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