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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ( plot information is currently in a constant state of ) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ( flux. ) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ( updates will follow when there is a more concrete shape ) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ( My current project: ) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ( it's inspired by Silent Hill and, much more heavily, by ) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ( House of Leaves by Mark Danielewski.) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

_________________

Goals of this project:

- Psychological survival horror.

- ZERO jump scares.

- Horror element based almost exclusively on atmosphere - an oppressive, uncertain, unnerving, frightening setting. To do this without resorting to randomly appearing blood smears and the like. Avoid 'haunted house' motifs.

- Deal with a mature theme seriously and with respect.

- Puzzle based.

- A very simple, very infrequently used shooting mechanic - a last resort for the player. Finite/sparse ammunition.

- Keep download file size small. ( < 50mb).

S.E- - - - - - - - - - - - - - -

Latest Blog

#8. Here I am yet again...

#8. Here I am yet again...

So, here I am yet again to explain why there hasn't been any visible progress on the Allison Door and to re-reassure everyone who showed interest in this project that it ISN'T just going to fizzle out and never get finished.

I remember when I first came back to RPG Maker (I had a copy of 2000 back in the day but never did anything more than halfheartedly tinker). I picked up VX Ace and decided to make a game.

But every time I got started, I'd add something new to my 'need-to-learn' list.

At first it was tilesets. I thought, if I'm going to really make this game the way I see it in my mind, I'll have to make my own tilesets. Then, once I'd spent a few weeks picking up some extremely rudimentary tile-making skills, the RTP sprites no longer 'fit' and I had to stall again in order to start learning pixel art proper.

Well, now, years later, The Allison Door is in a similar state of limbo because I've decided to learn scripting.

Please don't get me wrong - I'm grateful to the creators of existing custom scripts for their work and to the support I've received on various RPG Maker forums with tweaking them and making them work.

But I was spending weeks trying to make custom scripts and systems work the way I wanted them to, burning myself out with frustration trying to guess or trial-and-error my way through code I didn't understand at all. I'm sure many of you have been there yourselves: it's like trying to push a shopping trolley across a river of treacle. (?)
__________________________________________________________________________

TL;DR

So I'm learning to script for myself, something I regret not doing years ago.
I'm making The Allison Door my test project, in a sense, using systems I have in mind for it as my learning objectives. I was originally going to learn scripting for a RPG project, but the code required there is vastly more complex (battle systems and wotnot) so I've decided to work on The Allison Door's much simpler mechanics.

It does mean yet more delays, but on the upside, I *seem* to be picking up RGSS3 / Ruby quite quickly.

I've already written scripts for:

- Radial LOS
Enemies now have a 90 degree cone of vision and sight range.

(Here's a little screenshot of my workings for the sake of adding some pretty to this blog post. Incidentally, if you're a scripter reading this and you see any obvious rookie errors, please let me know.)

- A Bitmap Font Script
I owe a lot to Victor Sant's SFonts script for giving me an idea of where to start, but I haven't copied it wholesale and only used it as reference.

(A preview of the bitmapped font's source image. It's not complete yet, there's a lot of punctuation I still need to design.)

- A Custom Message Window system
Which bypasses the inbuilt message window and allows me much greater design control.

- Footstep Sound
This time I owe a lot to Galv for his "Region Effects" for giving me the foundations to build my own script on. It's a learning process :)

- A Custom Inventory - currently incomplete
Completely bypassing the inbuilt inventory system. This is basically a more effective/efficient version of the inventory I showed in screenshots a while ago (which used events and a LOT of "show picture"s.

- DYNAMIC LIGHTING - to-do-list
Something along the lines of Khas' "Ultra Lighting". I did try tackling that a few weeks ago, but found it amazingly over-complex by a total beginner like me, so I think it'll probably be the last Allison Door script I work on.
__________________________________________________________________________

STILL TL; STILL DR

I'm learning to script. That's why nothing seems to be happening with The Allison Door. Updates soon (I hope).

-SE
  • Production
  • Elder71
  • RPG Maker VX Ace
  • Adventure Puzzle
  • 11/18/2015 10:19 AM
  • 05/13/2018 08:51 PM
  • 12/31/2052
  • 44365
  • 81
  • 0

Posts

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I guessed it was influenced by House of Leaves immediately with the blue text but of course appropriating ideas from different mediums can lead to interesting outcomes. Sounds promising!
author=suzy_cheesedreams
I guessed it was influenced by House of Leaves immediately with the blue text but of course appropriating ideas from different mediums can lead to interesting outcomes. Sounds promising!


With my last project ('Omnis'), taking things so seriously with fundraising and marketing and all that jazz took a lot of the 'creative spirit' out of game making.

So I'm making this purely for the fun of it, without worrying about anything :)
Frogge
"nothing can beat the power of gay"?
5866
Horror game? By the creator of Omnis? I'll take two please.
author=Frogge
Horror game? By the creator of Omnis? I'll take two please.


:)

This is my first attempt at actually putting 'horror ideas' into practice, so I've got my fingers crossed that everything comes together nicely!
Nice looking sprites. I'll see where this goes.
Looking foward for this project! <3
Looks like really interesting project. I also appreciate zero jumpscares and horror atmosphere instead idea. Good luck with everything! :D
author=Pikasprey
Nice looking sprites. I'll see where this goes.


I didn't want to spend hours and hours on them, but I guess I've picked up enough pixeling skill to do them quickly and not make them look horrible :)

author=Plungs
Looking foward for this project! <3


Stay tuned!

author=MasterAngie
Looks like really interesting project. I also appreciate zero jumpscares and horror atmosphere instead idea. Good luck with everything! :D


I have a visceral dislike of jump scares - and not in the 'I enjoy jump-scare horror' sort of way. Atmosphere is obviously a much harder thing to do and do right, but that's the whole point of the challenge I've set myself.

PS - All: I have some 'monster' sprites done, but I'm reluctant to reveal them before there's a download for the game. But if folks really want to see them, I could make a blog post showcasing some designs?
author=MasterAngie
Looks like really interesting project. I also appreciate zero jumpscares and horror atmosphere instead idea. Good luck with everything! :D


I have a visceral dislike of jump scares - and not in the 'I enjoy jump-scare horror' sort of way. Atmosphere is obviously a much harder thing to do and do right, but that's the whole point of the challenge I've set myself.


I began disliking them when I was watching LP of FNAF and the more I watched the less I was scared. I get easily used to jumpscares if they are too repetitive and if you focus on just jump-scares and ignore the whole atmosphere-making process... I just run into a few games based on jumpscares and they didn't scare me.

So! That's why I really appreciate you challenging yourself 'cause it makes me reassured I will get a nice scare out of this game when it will come to life :)
Frogge
"nothing can beat the power of gay"?
5866
TL;DR

Jumpscares are stupid. They will only make you go ''ahhhh'' for a second, but then everything will be completely normal again. It's like trying something that tastes bad. You hate it, but the taste will go away eventually. Meh, maybe not the best example. Ofcourse, you can use jumpscares in games and make them something clever and not just some scary face popping up, and if you do wanna use scary faces, you can just make it slow like I did in one of my games, where when you open a box you will find a scary face inside, even though it does not scream at you or anything. Athmosphere however, can scare you all the way. I always get thrilled knowing that there is a monster on the loose, like in amnesia. Although rpg maker is graphically really limited, so it can not be that scary either.
@Frogge Silly frogge, your paragraph is good, but you didn't basically say "jumpscares are stupid"!

I will disagree that rm is limited in how scary it can be. If anything, its limitations encourage creative/varied scares.
Frogge
"nothing can beat the power of gay"?
5866
author=Gourd_Clae
@Frogge Silly frogge, your paragraph is good, but you didn't basically say "jumpscares are stupid"!

I will disagree that rm is limited in how scary it can be. If anything, its limitations encourage creative/varied scares.

It can be scary if done right, but that's pretty rare. I do know that it can be a really scary game if a lot of effort is put into it(ahem the witch's house ahem), but I'm speaking in general. A lot of horror games with rm end up being not scary. But hey I do agree with ur opinion too ^^
author=Gourd_Clae
@Frogge Silly frogge, your paragraph is good, but you didn't basically say "jumpscares are stupid"!

I will disagree that rm is limited in how scary it can be. If anything, its limitations encourage creative/varied scares.


I think that that's the root thesis of the experiment I'm running. To see how unsettling/scary I can make a game with sprites, tilesets and a low resolution. So far, my impression is that it's just about understanding what will and won't work with such limitations in place, and taking as much advantage as I can of what (hopefully) will work.
@Elder71 If these early screenies are any indication, I think you're on the right path. I can't wait to see the final product!

@Frogge I do agree it takes a very skilled person to take advantage of rm to create a legitimately scary rm game~
Why isn't there a download option! I'm so anxious to play this game!!! I just love how you put no jumpscares because I have been searching for a game like this in a looong time.
author=minekidninja
Why isn't there a download option! I'm so anxious to play this game!!! I just love how you put no jumpscares because I have been searching for a game like this in a looong time.


Still in early stages of being made I'm afraid - because this is my first attempt at horror, I want to spend a lot of time making small changes until I've got the maximum amount of creepiness and disturbing-ness out of it that I can
author=Elder71
author=minekidninja
Why isn't there a download option! I'm so anxious to play this game!!! I just love how you put no jumpscares because I have been searching for a game like this in a looong time.
Still in early stages of being made I'm afraid - because this is my first attempt at horror, I want to spend a lot of time making small changes until I've got the maximum amount of creepiness and disturbing-ness out of it that I can
OK. I'm so pumped though. Do you have an average date for release?
author=minekidninja
OK. I'm so pumped though. Do you have an average date for release?


Some time in January, hopefully. Like I say, I'm making this just for the fun of bringing some ideas of to life, so I don't want to end up spending years on this.

The goal is a 'reasonably quick project', so getting it done and uploaded ASAP is a priority
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1580
author=Elder71
...I think that that's the root thesis of the experiment I'm running. To see how unsettling/scary I can make a game with sprites, tilesets and a low resolution. So far, my impression is that it's just about understanding what will and won't work with such limitations in place, and taking as much advantage as I can of what (hopefully) will work.


I'll chime in here. I'm an old gamer (started on the Vic20 but really only started to understand games with the C-64) and back then horror games were terrifying largely because of the rudimentary graphics.

Take for example one that was circulating locally (most games back then weren't retail but were programmed at home and circulated by word-of-mouth. Think the indie scene but remove the internet) called Maze of Horrors. As the name suggests you'd start in a maze.

You were a randomly coloured lowercase letter i that didn't animate. (note: Gamers of the time knew this meant a person, with the bottom being the body and the dot being the head). You were being chased through the maze by a fairly slow moving... damn I can't find it but it looks like an upside-down L. It animated by flipping between the left and right versions and was light grey.

Outrunning your stalker was effortless except that when it reached a long opening your stalker would zip forward at lightning speed. Also, he could move diagonally in open areas and you could not.

When he caught you it would play a horribly mangled scream-like sound and text would appear that simply read "Your head is crushed. Your neck is broken." and then you would try again.

Except that the perceptive gamer noticed that your stalker always had the colour of whatever your last player colour was. So you were being chased by the corpse of your last life. This realization jacked the horror up to 11 and it was kept there by the feeling of panic and dread you'd feel whenever a map had a lot of long straight hallways or wide areas where you knew he could catch up.

So yeah, you can totally do horror with minimum presentation. You just need to do the very difficult task of harnessing unease/dread and quickly establish with the player that they are not safe.

So far looks good. Just please for the love of all things make sure it works when you put it up for download. Even for a quick game functionality should be a priority.
author=Dragnfly
So far looks good. Just please for the love of all things make sure it works when you put it up for download. Even for a quick game functionality should be a priority.

An interesting and encouraging summation there.

re: technical proficiency: I'll play test it thoroughly, worry not.

edit:
Also, I'm currently ironing out my angle of approach to the story I have in mind. It's interesting, I think, but will need extremely deft handling to come across well.
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