Make your own scary game

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Midnight Crossroads

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I'd have the entire game set in either an expansive, abandoned insane asylum or hospital. Sort of like how Arkham Asylum was.

You have three items: A flashlight, a camera, and an EMF meter. You're a paranormal investigator studying an abandoned hospital.

Like many games, your only source of light is a flashlight which needs batteries to keep going.

Very little music to get in the way of ambient sounds. I've always thought the sound of dripping water or creaking doors can be really powerful by itself.

Inhabit the area with ghosts and zombies. The zombies wouldn't be the slow, lumbering horde creatures letting out sounds to announce their presence, they would dead silent and possessed by ghosts. The ghosts would whisper in your ears or slam doors, but you would never see them, but the EMF meter goes off when they're nearby. At the most, when your flash light is lit, you'll see shadow figures, apparitions, and an occasional light glowing dimly or a gurney rolling down halls slowly. The apparitions would never appear for long, and would fade away once you spotted them. They would be anything from curious children to more menacing patients stalking you in the halls.

The light from your torch would keep the spirits at bay, but once the batteries die, the whispering becomes louder, doors slam around you, the environment begins to shake, syringes or scalpels fly towards you, and the EMF goes off the chart. The main baddy would be the ghost of a cruel doctor that only comes out when your torch is gone. If he catches you, the game is over, you die.

The purpose of the game is to find out what happened. You find mementos of the various patients, nurses, and staff around the building. Doing this gives you visions of what the institute was like before. You would explore a small area, but only as an observer. The events already happened, you can't change them. The story is pieced together through the mementos you find, and where you go in the vision once you've found them.
 

nuba km

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Midnight Crossroads said:
I can't quite put my finger on it but something in the back of my head say's your idea wouldn't work in its current stage and that it would some changes. I just read and think "hmm this is quite good but I can't quite see this game working.
 

Midnight Crossroads

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nuba km said:
Midnight Crossroads said:
I can't quite put my finger on it but something in the back of my head say's your idea wouldn't work in its current stage and that it would some changes. I just read and think "hmm this is quite good but I can't quite see this game working.
I can understand that. I haven't developed a game ever, so I'm not exactly sure what works and what doesn't.
 

Mersein

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nuba km said:
Mersein said:
what about if i was in a normal house could I turn on the gas stove and make a bit of noise so the target comes into the room then i hold his head against the stove so he is badly burned then smash his head into the fridge and beat him to death slamming the fridge door in his face then leave "your hot then your cold" playing in an endless loop at the crime scene. (also please look at my idea for a horror game)
I'm told that you can do that in real life, the only bonuses you get are in the cell-mate variety though. On a side note I'm both really scared and slightly in awe of you right now =]

Your idea for a horror game looks really interesting (love the monster concepts), my only question is:
"how would you put the horror aspect of your game across?"
ie. would you take the silent hill approach with monsters (helplessness) or something closer to the suffering(armed to the eye-balls badass).

Midnight Crossroads said:
The main baddy would be the ghost of a cruel doctor that only comes out when your torch is gone. If he catches you, the game is over, you die.
Grown-up pacman.... I love it!!!
On your point about the ambient music/sounds, have you considered making the ambient music and the ambient sounds one and the same? In the suffering for example the entire musical score was made of bars crashing, long metallic sounds and similar sounds that fit with the prison setting while still fitting with the overall horror aspect of the game.

Note: the suffering is by no means perfect, nor one of my faves in this genre, it's just relevant to my points right now.
lasherman said:
Suspense: The Game!

Imagine this... you're walking around a deserted town at night, when you turn the corner, and blam! Nothing is there! So you turn around, and blam! Still nothing! You spend the whole game walking around this deserted town (for some reason) and... nothing happens! It turns out that there never were any ghosts or monsters in the entire game, even thought it's really spooky.
Sounds like any night out on the town for a schizophrenic, =]
What would be the premise of the game's story?
Like does your character believe there are ghosts roaming the streets and then in the end it is revealed that they're just crazy and the ghosts they're hunting for don't exist or more like a time loop thing where the character knows there are ghosts because they have lived this bit before (in a dream/vision etc) and is now trying to save the world from the ghosts while the player s all along that the character is crazy.

Oh and I'm assuming there would be a heavy focus on atmosphere yes?
 

nuba km

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Mersein said:
my monster would tear you to shreds if you try to fight them you are helpless most things that you can use in the environment to kill them cause large noises meaning that they would start hunting you down you can also start bleeding from the monsters meaning they can track you easily key word is stay away from the monster I also came up with a new monster
-human snake: take a normal person remove all limbs then attach them to his butt to make a tail make sure that one of the hands is at the end of this tail now remove the fingers of the hand and replace them with used needles so give them a disease ridden sting and if you stung you will have a chance to get the disease so you may need to find a cure.
 

Reep

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Main themes and ideas that i reckon would make a brilliant horror game.
Eg:
- Turning on a flickering light and having an enemy appear and attack between flickers
- Hearing footsteps right behind you when there's nothing there
- Shadows/silhouettes of enemies flashing about as they stalk and hunt you
- Dead silence and no movement when suddenly you hear a small crash and a can/ball/something rolls into view when there isnt anyone around the corner. Pretty much movement where there shouldnt be movement, suspense
- Enemies being dead silent, then doing loud, barely human screams as they attack. Assuming human enemies
- Unnatural and unnerving walking patterns, think the little girl from The Ring 2 where she can be walking along, then suddenly fast forward right into you, also the pattern of walk where her legs climb over her shoulders when she scaled the well
- An atmosphere purely about the attitude of "I don't want to go in there".
- Sense of vulnerability, you are always open to attack where the situation can quickly change from creeping along to a sudden and pant-browning battle/chase event.
- Enemies where you never know if theyre really dead, think Flood from Halo CE.
- A trade off for abilities, a flashlight which wards away normal enemies, but in exchange for better vision, the light attracts a more dangerous enemy
- Stealth or hide sections where your best bet is to get the fuck out of there unnoticed, think the dark building in I Am Legend where you first see the mutants huddling together
 

Andreas55k

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Something in style with Penumbra black plauge...

That game scared the shit out of me...
 

swolf

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Midnight Crossroads said:
I'd have the entire game set in either an expansive, abandoned insane asylum or hospital. Sort of like how Arkham Asylum was.

You have three items: A flashlight, a camera, and an EMF meter. You're a paranormal investigator studying an abandoned hospital.

Like many games, your only source of light is a flashlight which needs batteries to keep going.

Very little music to get in the way of ambient sounds. I've always thought the sound of dripping water or creaking doors can be really powerful by itself.

Inhabit the area with ghosts and zombies. The zombies wouldn't be the slow, lumbering horde creatures letting out sounds to announce their presence, they would dead silent and possessed by ghosts. The ghosts would whisper in your ears or slam doors, but you would never see them, but the EMF meter goes off when they're nearby. At the most, when your flash light is lit, you'll see shadow figures, apparitions, and an occasional light glowing dimly or a gurney rolling down halls slowly. The apparitions would never appear for long, and would fade away once you spotted them. They would be anything from curious children to more menacing patients stalking you in the halls.

The light from your torch would keep the spirits at bay, but once the batteries die, the whispering becomes louder, doors slam around you, the environment begins to shake, syringes or scalpels fly towards you, and the EMF goes off the chart. The main baddy would be the ghost of a cruel doctor that only comes out when your torch is gone. If he catches you, the game is over, you die.

The purpose of the game is to find out what happened. You find mementos of the various patients, nurses, and staff around the building. Doing this gives you visions of what the institute was like before. You would explore a small area, but only as an observer. The events already happened, you can't change them. The story is pieced together through the mementos you find, and where you go in the vision once you've found them.
So, the visions would be like "The Sixth Sense" or "Stir Of Echoes"? I can see that scaring the S**t out of me, especially because the psychological bit of "The Sixth Sense" was pretty creepy.



Andreas55k said:
Something in style with Penumbra black plauge...

That game scared the shit out of me...
...and of course it's got to be for the PC and not a console (I've only got a 360, the computer I'm using now is my in-laws and I'm not allowed to update nor do I have the $ to spend updates anyways.)
 

Midnight Crossroads

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swolf said:
So, the visions would be like "The Sixth Sense" or "Stir Of Echoes"? I can see that scaring the S**t out of me, especially because the psychological bit of "The Sixth Sense" was pretty creepy.
My initial idea was sort of a combination of the Shining and Silent Hill's world shifts. You find the memento, and the world shifts to the days when the hospital was up and running. There would be linked to each memento one large event that ties to the plot and several smaller ones that flesh out other bits of the story or give clues towards other mementos. You would be there, but no one would notice you. If you bumped into them, they would say excuse me and keep walking. I'll look into that though.
 

smearyllama

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A truly survival horror game, where you have to find shelter, find cans of beans at shot-up grocery stores to eat, and spend a lot of time curled up in a ball in an apartment with a horde of monsters outside in the street. It would be kinda like L4D but single player. Full character customization, survivors to work with, and the option to go just about anywhere. It would be set in Michigan, because Michigan is a scary, scary place.
 

WINDOWCLEAN2

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Id go for a game with:

a similar HUD to Dead Space, it all being on the person rather than the screen.

Movement and combat taken from Splinter cell conviction.

Story - A SWAT team of 8 people (or equivilent is sent into a delicate Hostage situation in a Skyscraper laborotry, After inserting in the the building they soon find out something is drasticlly wrong when one by one the are all dragged into the shadows and brutally murdered. one for each of the Seven deadly sins for each member. The only survivor is the protaganist, who soon discovers that he may be facing vicious hallucinations of his past...

The game would play out with your player dealing with the Terrorists that orginally captured the building in a standard TPS trying to rescue hostages and figure out what is happening whilst escaping. But the levels would often interchange into hallucinations of the player as a child with the art style changed but the level remains the same in layout, the only trouble being that during these sections the darkness (which would be effectivly pitch black) could hold secrets and traps, another problem comes from that in these sections all people are blurred and it becomes impossible to distinguish friend from foe. Do you trust your mind and attempt to save who you think are hostages, or do you not run the risk of killing innocents by sneaking past. Both choices could end in tragedy as they would be left to suffer the same fate that is descending through the building level by level.

Any thoughts on this concept?
 

nuba km

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Jun 7, 2010
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Reep said:
Main themes and ideas that i reckon would make a brilliant horror game.
Eg:
- Turning on a flickering light and having an enemy appear and attack between flickers
- Hearing footsteps right behind you when there's nothing there
- Shadows/silhouettes of enemies flashing about as they stalk and hunt you
- Dead silence and no movement when suddenly you hear a small crash and a can/ball/something rolls into view when there isnt anyone around the corner. Pretty much movement where there shouldnt be movement, suspense
- Enemies being dead silent, then doing loud, barely human screams as they attack. Assuming human enemies
- Unnatural and unnerving walking patterns, think the little girl from The Ring 2 where she can be walking along, then suddenly fast forward right into you, also the pattern of walk where her legs climb over her shoulders when she scaled the well
- An atmosphere purely about the attitude of "I don't want to go in there".
- Sense of vulnerability, you are always open to attack where the situation can quickly change from creeping along to a sudden and pant-browning battle/chase event.
- Enemies where you never know if theyre really dead, think Flood from Halo CE.
- A trade off for abilities, a flashlight which wards away normal enemies, but in exchange for better vision, the light attracts a more dangerous enemy
- Stealth or hide sections where your best bet is to get the fuck out of there unnoticed, think the dark building in I Am Legend where you first see the mutants huddling together
most of the things that you said would be things i would put into my horror game (I've got two parts of it posted above with the exception of light scaring away enemies and that it just attracts them which actually can be used to you advantage and that with the invisible enemies first you think there is no cause for the movement behind you but then you learn they mean something much more dangerous. also body bags will make noise ones they know something new is in the room (unlike others that only make noise ones they see you and unlike stalkers who never make noise apart from there footsteps and knocking things over)along the lines of "save me", "eat" and painful screams all been given out by different bodies that are part of it.
-body bag better description: get a ball 3m in diameter cut it in half then make a solid base for it using heads then make cage like walls using limbs for the round part of the semi-circle then places dead people who are still able to move talk and feel there hunger and pain then give them two long arms that are parallel =0 (picture to show what I mean) them take the blade from two scythes and solder them into the palm and fingers of the two hands to make praying mantis like claws.
 

Uber Evil

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Midnight Crossroads said:
I'd have the entire game set in either an expansive, abandoned insane asylum or hospital. Sort of like how Arkham Asylum was.

You have three items: A flashlight, a camera, and an EMF meter. You're a paranormal investigator studying an abandoned hospital.

Like many games, your only source of light is a flashlight which needs batteries to keep going.

Very little music to get in the way of ambient sounds. I've always thought the sound of dripping water or creaking doors can be really powerful by itself.

Inhabit the area with ghosts and zombies. The zombies wouldn't be the slow, lumbering horde creatures letting out sounds to announce their presence, they would dead silent and possessed by ghosts. The ghosts would whisper in your ears or slam doors, but you would never see them, but the EMF meter goes off when they're nearby. At the most, when your flash light is lit, you'll see shadow figures, apparitions, and an occasional light glowing dimly or a gurney rolling down halls slowly. The apparitions would never appear for long, and would fade away once you spotted them. They would be anything from curious children to more menacing patients stalking you in the halls.

The light from your torch would keep the spirits at bay, but once the batteries die, the whispering becomes louder, doors slam around you, the environment begins to shake, syringes or scalpels fly towards you, and the EMF goes off the chart. The main baddy would be the ghost of a cruel doctor that only comes out when your torch is gone. If he catches you, the game is over, you die.

The purpose of the game is to find out what happened. You find mementos of the various patients, nurses, and staff around the building. Doing this gives you visions of what the institute was like before. You would explore a small area, but only as an observer. The events already happened, you can't change them. The story is pieced together through the mementos you find, and where you go in the vision once you've found them.
Basically a more fucked up version of Shalebridge Cradle, then.
 

nuba km

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Jun 7, 2010
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smearyllama said:
A truly survival horror game, where you have to find shelter, find cans of beans at shot-up grocery stores to eat, and spend a lot of time curled up in a ball in an apartment with a horde of monsters outside in the street. It would be kinda like L4D but single player. Full character customization, survivors to work with, and the option to go just about anywhere. It would be set in Michigan, because Michigan is a scary, scary place.
I'm also trying to make a proper survival game where you can get diseases and go where you want and where even one monster can nearly kill you even if you got a fully loaded shotgun and I think is would include that you have to eat and drink I wouldn't but sleeping in because the monsters walk around sort of randomly (axemen mainly stay in and around the saw mill and human snakes stay in and around the hospital) and this would bring up the question why wouldn't you character get killed by an axeman while they are sleeping the character would sleep in cut scenes but that's when he finds another person to protect him while he is sleeping.
 

Mcupobob

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You play as a serial killer looking to find his sanity by collecting a lot of items from a list he got from a his cellmate in the insane asylume. You must kill and maim countless people(Up close and personale) and face horrible creatures and demons that exist on only in the fringe of your imagaination.
 

nuba km

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WINDOWCLEAN2 said:
Id go for a game with:

a similar HUD to Dead Space, it all being on the person rather than the screen.

Movement and combat taken from Splinter cell conviction.

Story - A SWAT team of 8 people (or equivilent is sent into a delicate Hostage situation in a Skyscraper laborotry, After inserting in the the building they soon find out something is drasticlly wrong when one by one the are all dragged into the shadows and brutally murdered. one for each of the Seven deadly sins for each member. The only survivor is the protaganist, who soon discovers that he may be facing vicious hallucinations of his past...

The game would play out with your player dealing with the Terrorists that orginally captured the building in a standard TPS trying to rescue hostages and figure out what is happening whilst escaping. But the levels would often interchange into hallucinations of the player as a child with the art style changed but the level remains the same in layout, the only trouble being that during these sections the darkness (which would be effectivly pitch black) could hold secrets and traps, another problem comes from that in these sections all people are blurred and it becomes impossible to distinguish friend from foe. Do you trust your mind and attempt to save who you think are hostages, or do you not run the risk of killing innocents by sneaking past. Both choices could end in tragedy as they would be left to suffer the same fate that is descending through the building level by level.

Any thoughts on this concept?
sounds interesting but you know the way that your squad gets dragged into the shadows and killed could it be that what ever did that also did something similar to the terrorists so they are actually trying to bargain there way out of the skyscraper but because your hallucinations you are actually more like a psychopath you don't know this (and if you get shot while hallucinating you still get hurt and can die) after a short bit you start realising that you are hallucinating but you don't know when and that other people are also hallucinating meaning that you can never really trust your eyes and that you need to pay attention to realise weather what you are shooting is a terrorist, person or nothing at all.
 

nuba km

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Mcupobob said:
You play as a serial killer looking to find his sanity by collecting a lot of items from a list he got from a his cellmate in the insane asylume. You must kill and maim countless people(Up close and personale) and face horrible creatures and demons that exist on only in the fringe of your imagaination.
I presume that if you are a psychopath fighting while be more like in condemned you make the player fell the force of the hit to show how brutal it is and when you are trying to kill a group of people in a building you can be creative like cut the phone lines then steal all the keys and lock the doors so they can escape then cut the power and then slowly pick them off one by one in cruel ways for cheap joke like hanging someone and then wright in there blood "I'm just hanging around" see one of my previous post for another cruel way I would kill someone in a game where you play a psychopath.
 

CheckD3

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A dark evil world. Not Hell, and not a world where everything is dark, but where things are messed up. Yahtzee's review of that game (I can't think of it at 3 in the morning) where he said things were just fucked up.

I'd have it so certain things would attack you, and nothing to be trusted. Your favorite gun would end up being cursed and randomly summon evil little imps to your location and nibble at your feet. And if you can't get bandages your body will get injured, slowing firing rates, movement speed, or vision. Where so much is against you and will grab you that you won't know what's real, what's fake, what's good or what's bad.

And the Soundtrack would be Hannah Montana...not really, well, not for the final cut, unless it worked in the beta test