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You’ll be able to play as one of the four people that got trapped inside this haunted hotel. As a survivor your main objective will be finding your way out, as well as helping your fellows get out too. You’ll often find yourself on the edge, hearing and seeing ghostly things, trying to find keys and items to help in your escape. And sometimes you’ll find yourself running desperately from a monster, who’s there only to hunt down and kill you and your friends. You’ll also be able to play as the monster. You’ll assume an ethereal form, which you’ll use to haunt the survivors, triggering eerie noises and events. You’ll also assume a physical form, which will allow you to hunt and kill the survivors trapped in the hotel. It’ll be your killing spree. Minimum Requirements: - Processor: 2.0+ GHz (dual core recommended); - Memory: 2 GB RAM; - Graphics: ATI Radeon HD 2000+, nVidia GeForce FX 6 series

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Poll: Like to see this in game? (70 votes)
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*New Monster Concept (with 3D model)* (Games : Damned : Forum : Feedback and Suggestions : *New Monster Concept (with 3D model)*) Locked
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Sep 29 2013 Anchor

Hey everyone, my roommate and I are working on a new monster concept that we would REALLY like to see in Damned. In order to get the Developers attention though, we need everyone's help in doing this. We need everyone to try and get the Developers attention either by sending them messages, starting a poll of some kind, etc. KEEP IN MIND IMPLEMENTING THIS WOULD REVOLUTIONIZE GAME PLAY, AND THAT THE MODEL, CONCEPT, ABILITIES, AND EVERYTHING ELSE IS A WORK IN PROGRESS AND WE ARE OPEN TO SUGGESTIONS/FEEDBACK:

Camera Angle:
Because the monster is actually a crawling type, we thought that the camera angle should be leveled with where the monsters head and eyes actually are. So, the camera would be very close to the floor, changing the way the monster is played all together.

Movement/Movement Ability:
We thought it best not to create another monster that plays the same way as the old one but with a different looking model. SO, we figured we'd change things up a bit. Instead of the monster constantly walking around invisible, we figured he would CRAWL around the whole time, with the option to go invisible, but with VERY limited vision. Basically, when the monster goes invisible, he sees with "Echolocation" or "Sonar". Now that doesn't mean he can see EXACTLY where you're at while he's invisible, it just means that when footsteps are really close to him, he can see small areas of where the sound waves "bounced off of". And the same goes with "traps" that are set. When the traps are set off, sound waves are activated, and thus, leaving behind trails of where a player could be. Now you're probably wondering "well why should I go invisible if I can be in physical form and kill players all the time? I can't kill in invisible form". It's simple. When you're in physical form, similar to the original monster, you're very slow. When you go invisible, you are extremely faster. The only difference is that unlike the original monster, this new crawler one can pop in and out of his invisible form in an instant, and the invisible form only lasts a couple of seconds. This allows the monster to try and sneak up on the players, even after they saw him crawling around, sort of like an assassin from "Dishonored" or something. Having said that, the invisible form charges up a little faster than the original monster since it only lasts a couple seconds.

Sounds Redefined:
Now that we understand how the sounds will be used in a different way with the new monster, let's talk about how this will work a little more in depth. First off is the sounds that the monster makes such as his "footsteps". Since the monster will be visible 90% of the time, it may seem a lot easier to avoid him, especially since you can hear him too. This is entirely untrue. His footsteps will be very faint, and can only be heard if you're REALLY close to him. Remember, he's an assassin type of monster, meaning he's pretty good at sneaking. Second, what happens if the player sees the monster, but the monster doesn't see you? You have a good chance of avoiding him assuming you don't make too much noise (yes that includes your own footsteps, which gives crouching a better reason to even be in the game), right? That's all fine and dandy. But what if the monster sees you even if you see him? Well your best bet is too either run a short distance and then crouch and stop making any kind of movements, or to just crouch in your place and try to sneak away before he turns back into physical form and rips you in half. See what I mean when I say this would revolutionize game play?

Now I know this is a lot to take in, and that IF the developers WERE to put this in the game, it would be a lot of work and could take a little while. Also, the monster has very limited vision in physical form too, just not as bad as when he goes invisible.

Last Suggestion:
This one is a bit far fetched considering the developers probably didn't create the game world to be this way, but we were REALLY hoping to get this in. Wall crawling. This monster LIVES to terrify. How many scary movies have we all seen where there is something crawling on the wall? Probably at least a few. Can you imagine looking for a key, only to turn around and see this freaky crawling monstrosity making it's way towards you on the CEILING? I'm out.

In addition to this, take the game Alien Vs. Predator in account. They did this very well with the Aliens. I think it's very possible, and would make the game 10 times better. Just my opinion.

Alright well I think that wraps up our Monster concept. Remember that we are open for suggestions and feedback, and will keep in touch with everyone who participates!

TL;DR: Concept Monster.

Guys don't forget the model is NOT DONE. It is a work in progress. In fact, a lot of the details and other parts of the body aren't even in yet (Like the feet lol).

Edited by: ButtMad

Nov 30 2013 Anchor

I like the idea of a crawling monster and some of the dynamics you suggested for one, however personally what would creep me out the most would be a small child/girl (kind like Alma from FEAR?) crawling around, I get the echolocation kinda fits a bug more, and I also get that the character model for the proposed monster type isn't finished but I don't think it would scare me as much as what I vision with a girl with blacked out eyes long black hair in a hospital gown wet with blood crawling around on the ceiling and the floor. One final thought. Leaping (long cool down) to catch prey when a survivor was pinned down other survivors could push the thing off of there downed teammate (not 100% of the time or else solid groups would have nothing to fear) and also giving the monster the choice if they want to scare, or spare. (Torment the player) when they do the leap onto there victim.

For this kind of monster to work a heck load of balancing would need to be done to make it fit into the game and not be over or under powered.

Jan 2 2014 Anchor

bump

Maybe he could burrow underground :O

Jan 3 2014 Anchor

You get a yes from me for sure. I like the model and love the idea of a ceiling crawler, but I think for this to work in this game it's play style would need to be a bit different. The main problem with this is the same problem as the phantom. If you can stay in your attack form 100% of the time, then you can just camp near a door and wait for a victim to walk through it.

Maybe it would work better if he's always invisible, and he can't see any survivors at all. Instead he has a sort of sonar "ping" that shows him the area around him in vivid detail(normal human vision basically) for a short time(5 seconds or so, with a 15 second cooldown). When a ping is used, it makes him visable for the duration(maybe a little longer) and makes a spooky noise(a screech would probably sound best with that model). Traps that go off will trigger a similar ping effect around the object(not person), but won't actually show him anything through walls(only if he's in the room with that trap). This would give a great "stalker"(not a bad name btw) feel to the monster. Hanging above a survivors head and letting off some kind of horrifying screech, letting that survivor know that the monster is in the room with him and could be right above their head .

The second way I could see this working properly, is if he can't attack while in physical form at all, and instead needs to use his invis form to kill. This of course would make less sense and play a little strange I think.

Let me know what you think, or if I'm missing something in the original concept.

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