You Monster Tutorial & Credits

You Monster

Made in 72 for GMC Jam #5

Thanks for taking the time to check out our jam game!

I’d strongly advise you read through the entire tutorial, otherwise you might end up a bit confused when it comes to playing the actual game!

You Monster is a game set in a small portion of a big city over the course of an undefined number of days. During the daytime, your goal is to persuade as many people to follow you as possible.

You do this by:

(Moving with the arrow keys)

1. Bribing (Z key) – affects entire groups, low success rate

2. Threatening (X key) – high success rate, but if it fails all shadows will disappear temporarily

3. Charming (C key) – high success rate, but if it fails you will move slower for a short while

Depending on the level of each separate skill, your chance of success will vary.

As the day progresses into the evening (6 pm), you must lead your followers into a darkened area (indicated by shadows).

When it turns to night, you will become a dreadful monster and will consume your entire following.

Each person you consume will give you EXP, which you can use to upgrade your skills. (Clicking on each respective button. You will know if you can upgrade by a “+” next to the skill’s level) Apart from eating your followers at night, you can also collect EXP orbs that are scattered across the map.

Be warned, though. A team of police officers are patrolling the city, looking for you. If they spot you, you have a short time window to escape before it’s game over.

Be aware: as your kill count rises, police will begin appearing during the day. You must avoid them, the same as you do at night.

The game has no definite ending; you are free to increase your skills as far as you want. The better your skills, the more followers you’ll have come night time.

Enjoy!

Credits

Klassic – Programming, design, sound

Tangleworm – Art, design

Facade

Hey all!

The 5th GMC jam started today and we’re hard at work putting together an insane concept that I hope we can pull off. I’ll explain more about it later on (so that no one is tempted to steal it, of course ;D), but to provide a brief summary:

-The interface is a world map of 7 nations. Your goal is to take over the world without alarming the other nations.

It’s very in-depth, potentially too ambitious, and I love the concept. I’ll post updates as we go!

-Klassic

EDIT 1:

Starting the game HUD…

EDIT 2:

Bogged down by the complexity of the project, taking a breather while I wait for Tangleworm and Worthington to become available again so we can reassess this mess. HAH, I rhyme.

EDIT 3:

Ditched the previous concept (Luls), we’ve spent the past few hours working on a new idea. Here’s a screenshot from it after about 4 hours in.

TOP DOWN!?

EDIT 4:

Almost done working on this game. I’m happy to have been able to get this game presentable, there was a point last night where I wasn’t really sure. I might do a little bit tomorrow, but I have school all day and I don’t want to leave anything that long if it can be helped. Here’s a look at how things are coming:

 

Note: some placeholder art is still visible, obviously. Hopefully Tangleworm can finish those tonight. If not, I’ll cook something up.

Songs to play after you’ve killed someone

Good evemornoon everyone!

We got a ton of work done today and I’m trying to get back into the habit of making frequent blog posts, so I figured I might as well go over some of the things we’re working on.

Like I’ve said in past updates, our first goal is to complete a ‘skeleton’ of the chapter, so that it is completely playable from start to finish. After we’ve got those basics in place, we’ll spend some time (a lot of time) working on improving the atmosphere and putting the story in place. This is, after all, a horror game, and crafting a perfect atmosphere is important.

What do we have left in our barebones? Well, we’re currently about halfway finished. The game has five zones, and I’m about to move into zone four. It’s exciting for me, because to be perfectly honest I hate developing the skeletons. The best part of crafting Ascension so far has been putting in the scares and watching playtesters flip out. I’ll be relieved once we move on, to be sure.

Today we spent some time working on the main character’s daughter (animations, that is) and working on zone 3. One thing that we also added in today was a second type of door. Before today, we’d only had one brown wooden door for all different zones, despite the fact that one area was a lounge, one was an office, one was a storage, etcetera. Today we added in some nicer looking office doors, and the result is pretty incredible, all things considered. One issue we suffered from in the demo was a feeling of sameness that confused the player. Every room seemed similar, and trying to navigate the play area was hard for some. I think that things like these are going to fix that problem.

I’ve got no pictures to show off tonight; I want to keep the main character’s daughter a secret for now, and the same goes for individual zones. Rest assured, there will be more soon!

Until then,

 

Klassic

(Oh, also: I improved the HUD so that the top part never quite fades away. Don’t remember if I mentioned that yesterday.)

Game Design Expo!

What’s up everyone!

Worthington and I attended GDE (Game Design Expo) in Vancouver this weekend and had a blast meeting people. There were some fantastic presentations (and one less than fantastic presentation) about a spectrum of things, ranging from storytelling to level design to how to work under restraints set by a publisher. There was a lot of information to take in and, to be completely honest, after 8 or so hours of sitting in a chair listening to people talk my brain started to break down a little.

We were considering staying for the reception after the indie panel (great panel, by the way. Four serious, earnest indies and then Chevy Ray, who I get the feeling was the centre of attention for most of that panel) but to be honest, we were just too damn tired. Someone let me know how it went, I’d love to hear.

We actually took some notes on a couple of the more informative speakers and I’m feeling refreshed and ready to jump back into Ascension now that finals week has finally ended. If things go the way I’m hoping, we’ll get some good work done on Ascension this week before school starts again. We’re about halfway done the barebones development of the game; after that comes the story and atmosphere. I’m really looking forward to that, call me a sadist if you want.

There’s not a whole lot for me to show off right now, most of what I’m working on is behind the scenes technical stuff. One thing I’m particularly satisfied with is the lift sequence in the storage room. It’s not finished or polished yet, but the basics are in place and I figure I might as well show it off to you all.

 

I’m not going to explain what’s going on in the photo because it’s part of a puzzle (“puzzle”), but to put it simply the lift goes up and down a short distance. It’s not an elevator, but rest assured; we have that too.

Right now I’m working on the cold storage zone (zone 3 of 5) and making everything look very cold. We’ve got some great ideas lined up for the second half of the game, and I’m looking forward to showcasing them.

 

See you soon!

Klassic

Ludum Dare and a progress update!

GOOD EVENING.

Ludum Dare 48 has ended this night! The results are fantastic, I was able to snag 5th in the Mood category and 75th overall out of 891 games! Pretty damn good for a first attempt if I do say so myself. Oh, and other people did well too. Whatever.

Moving onto something you actually care about, we’ve just finished the bare structuring of two out of four zones. What does that mean? Well, it means that all the basic game functions are set in stone for those zones. That doesn’t include anything like story, atmosphere or fear. In other words, we are most definitely NOT half way done, although it might seem that way.

If I had to give a completion percentage… 20%? Most of the engine is already finished, and that took us six months to make (shudder). As long as we keep motivation strong, we’ll be well off.

In other words, we’re doomed.

At any rate, I’m excited to see this game progress. It’s turning out very, very well. I think you’re going to enjoy it.

 

-Klassic