Plastic light saber or Hammer
It would confuse the monsters, allowing you to run away. (or stun them)
Brute is invulnerable to it.
Can only be used twice (on monsters)
"hello there" "knock knock"
-obi wan kenobi -you if this was real
What's on your mind?
TEXT
POLL
Plastic light saber or Hammer
It would confuse the monsters, allowing you to run away. (or stun them)
Brute is invulnerable to it.
Can only be used twice (on monsters)
"hello there" "knock knock"
-obi wan kenobi -you if this was real
Name: The Slasher Physical Appearance: The Slasher Seems To Be Humanoid, With The Appearance Of A Regular Person, The Slasher Is Slender And Thin Like The Hunter, It's Legs Seem To Have Spikes Protruding Out Of Them, And His Face Seems To Also Be A Humans But It Has No Eyelashes But It Does Have Eyebrows, And It's Eyes Are Similar To A Snail's, Having Long Skin Like Tubes With Beady Black Orbs At The End Of Them, It's Arms Are Long And Almost Reach His Feet, And They End In Sharp Blades Instead Of Hands, It's Torso Seems To Have A Huge Hole In It, But With Nothing But Darkness Inside It, And It Also Seems To Have Pulsating Zits All Over It's Body. Intelligence: The Slasher's Intelligence Seems To Be Pretty High, It Can Unlock Wooden Doors Or Even Break Them Apart, And The Slasher Is Immune To Power locked Doors, And Will Hide In Dark Areas To Try And Take The Player by Surprise, However The Slasher Is Deaf And Relies On Sight To Find You, But He Will Find Ways To Get To You Faster During A Chase, Like The Brute., He Can Also Use The Player's Items Like Smashables To Try And Catch The Player Off Guard If They Aren't Paying Attention. Strength: Similar To The Hunter, Although He Is Skinny He Is Still Strong, He Can Use His Blades To Cut Wooden Doors Or Even To Break Their Locks, He Is Also Immune To Power Locked Doors, When The Door Closes He Will Use His Blades To Cut The Glass Open And Slip Out, He Also Does This Quickly, Only Giving You A Few Seconds To Run Once You've Trapped Him, he Can Also Cut Through Metal Doors. He Also Can Lift Up The Player From Just His Physical Strength. Warning Signs: The Slasher Does Make Footsteps But They Aren't Very Loud And Can Only Be Heard Up Close, The Slasher Will Constantly Make Almost Low Pitched Growling, Snarling, Or Even Low Pitched Talking, If The Player Hears These It's Best To Run Away As The Slasher Won't Hear Your Footsteps, The Player Might Also See Scratches On The Wall, If They See This The Slasher Is Nearby, If They Also See The Walls Start To Get Gradually Red Then This Means That The Slasher Is Nearby. A Loud Screech Indicates That He Saw You. Movement: The Slasher Constantly Twitches Even When Standing Still, As Well As When He Is Patrolling The Ship, Though The Player Won't See This Unless They Are Hiding Or Pass By Him. Abilities: The Slasher Can Dig Into The Ship's Flooring To Dig To The Player Instead Of Walking, This Let's Him Go Much Faster But He Will Always Appear In Front Of The Player, He Can Also Create Traps Such As Holes In The Ground For The Player To Trip In And Can Even Make Trip Wires That Also Trip The Player, These Trip Wires Seem To Look Like A See Through Slimy But Hard Substance. He Can Also Easily Clim Into Vents And Holes In Rooms Like The Cargo Hold, And Also Can Also Hide In Spots The Player Would Normally Hide In Waiting For A Chance To Strike, And Will Sometimes Even Hide Behind Doors To Try And Take The Player By Surprise, But listen For His Noises To Know If A Door Is Safe To Enter, Obviously Since The Slasher Is Deaf A Camera's Alarm Won't Affect Him, But He Can Use Camera Footage To Track You Down. Speed: The Slasher's Speed Is Easily Comparable To The Hunter's Except A Bit Faster, The Slasher Is Just Slightly Slower Compared To Both The Player's Walking And Running Speeds, When Patrolling The Ship He Stays At His Walking Speed And He Is Slowed Down By Stairs, But All Stairs Only Slow Him Down To About The Hunter's Regular Walking Speed, But When Going Down Stairs He Is Faster Than The Player, Giving Him A Slight Chance To Catch Up To You If He's Behind. Chase Music: His Chase Music Is More Of Ambience, Consisting Of Metal Clacking, Alien Screeching, Scratching, Banging, Keys Giggling, Deep Laughing, Children Giggling, And Even Faint Static. Weaknesses: The Slasher Has A Few Weaknesses, He Is The Only Monster That Can Jump And Take Fall Damage, He Also Affected By Fire, Steam, Flare Guns, Smashables Being Thrown ON HIM, And Even The Welding Kit, He Is Also Very Sensitive To Light, But Will Go Through Lit Rooms If He Has No Other Choice, But Will Stay As Far Away From A Flashlight Beam Or Glowstick, But He Is Completely Immune To Fire.
I wanted a monster that can try and help,yet harm the player,
Name: The Draugr
Intelligence:Extremely high
Chase speed: Same as the players running speed
Patrol speed:Same as players walking speed
Power: medium
Strengths:the Draugr is special in that it can take items and assemble escape routes, it can burst down wooden and metal hinged doors by slamming them with his shoulder (3 for wooden, 5 for metal), it can lock the door to prevent the players escape and can hide in hiding spaces, if it enters the room it saw the player enter, it will lock the player in for 10 seconds then return and check most hiding spots,
Weaknesses:it is harmed by all traps, and is stunned by them longer than the other monsters, it gives the player assistance by assembling the escape routes, but it will use the 2nd most repaired escape route to attack the player in the ending cutscene, making the liferaft a deathtrap, it is also the only monster to trigger the cameras, allowing for tracking
Signs of the Draugr: HALF ASSEMBLED ESCAPE ROUTES: to see if the Draugr is active, simply check one of the escape routes to see if they are partially assembled. WHALE-LIKE BELLOWING: for whatever reason, the Draugr creates a low-pitched bellow similar to a whale, possibly due to lack of vocal chords. CHATTERING TEETH:If the Draugr is extremely close, its teeth will star chattering, making a distinct clacking sound. TRIGGERED CAMERA: if you hear the alarm of a camera go off yet you do not see one, it means the Draugr has been spotted and is sprinting away from it
Chase music:It is not really music, more a cacophony consisting of babies crying, crawling bugs, whispers, a "Furious drum beat of death" ,and a constant ringing
Just thinking of new monster that could be added in Monstrum 2.
Here are some of my ideas that I come up with:
The Broodmother
Appearance: https://www.teamjunkfish.com/post/dev-blog-6-character-concept-showcase
Gender: Female
Strength: Moderate
Intelligence: High-Moderate
Speed: Low
Behavior and special abilities: She can give birth to a large amount of "babies", which are considered to be separate monsters from the Broodmother herself. When she sees the player in her sight, she will alert every single babies in her surroundings, causing them to immediately turn aggressive against the player. If there are no babies spawned in the map yet, she will instead throw her babies at the direction of the player's location, which has both a short range and a cooldown after doing so.
The AI of the babies ranges from hiding inside various locations throughout the ship, and can occasionally leave their current hiding spot after a period of time to find a new one, and will chase the player down upon encountering. If the player creates a loud noise near the babies or getting close their hiding spot, they will ambush the player from their hiding spot. The babies run at the same speed as the Hunter and will no longer chase the player if they lose sight of the player, and will try find another hiding spot.
If the player got caught by one, rather than getting a jumpscare, they latch onto the player, covering the screen and attracting more babies into the player. Having a total of 5 babies latching onto the player will immediately kill the player instead. The player can prevent this from happening if they had a stun-based item such as the flare gun and the fire extinguisher, or have a light source-granting items such as the flashlight.
Inside of the Broodmother's range, the surrounding babies will become more intelligent, but not as intelligent as the Fiend. If they leave outside of the Broodmother's range, they will regress into their feral state and become rather stupid much like the Brute.
Don't underestimate the babies intelligence though, as they can perform tactics such as luring the player by running away from them towards their location, where a lot of other babies is hiding before all of them will jump out at once.
Strength: Can permanently break down both wooden doors and power-locked doors. She is immune to both fire and pit traps.
Weaknesses: Cannot break down metal doors and is vulnerable to both flare guns and fire extinguishers. Her babies are extremely weak against every single items made for stunning and hazards, and can be slowed down if they made contact with a light source.
The Glutton
To be added.
The Crawler
To be added.
A Mode for Veteran's that is supose to bring back the fear for the monster. All 3 of the monster now are at their absolute best and will show more monsterlike behavior.
Changes I imagine:
The Brute:
-Moves now at 115% speed of the player in straight lines. Speed build's up from 100% over to 115% the longer the monster run's in a straigh line. Avoiding long halfway's and cutting short corner's becomes essential to run away
-Brute now has an Ingame Rage Meter. Overtime this Meter is building up making the brute more and more frustraded. Once it has reached critical state the Brute will go on a Rampage randomly destroying door's and hiding spot's and possibly escape Routes. (only 2 out 3 escape routes can be destroyed in total) Once the brute is done raging the Meter reset's again. Getting spotted by the Brute and escaping fill's the rage Meter faster. This Makes the Brute an Unfavoribel monster for longer round's as difficulty increases with less hiding spot's. Using fire extingusher's lower's the rage
-Brute will now destory desk and bed's hidingspot's
The Hunter:
-Can hide in the ventilation of the room's.
-When unspotted the Hunter will silently and slowy open the vent's making minimal noise and creep up to the player trying to kill stealthly. Upon spotting the normal Chase begin's
-Hunter now Moves at 103% Movementspeed of the player allowing it to keep up. Closing door's behind you becomes essential's for the escape.
-Can silently crawl out of the vent's randomly in the hallway. It may stand still around corner's and wait to ambush the player. During it's ambush face fluid's will drip from it's body and it will scratch nearby wall in antizipation given a low soundwarning if the player is approching. The Hunter won't remain in ambush mode for longer then one minute. Then the Hunter will either investigae noises the player has made during the search or return to the ventilation.
-more Hunter trap's. Now the hunter will create entire hallway's filled with goo covering the ground and slowing down the player's runspeed. Hunter now climb's the outer wall's of the ship and creates Hunter trap's on it. If a player's walk's directly under a hunter trap that is on a wall with the hunter inside the hunter will directly pounce on the player resulting in a instant gameover. The Hunter may also have his trap setup above the fusebox on the deck. activating the fusebox will then also result in a instant gameover and the only option is to leave and return later when no Huntertrap is set.
-hunter will try to fake out the player by not directly leaving after a assault but will sometimes just stop it's own movement midway to the vent waiting for the player to reveal.
-Hunter will acknowledge escape route's if the player's stick's around them for to long and makes progress. The Hunter will then pre emtivly destroy the escaperoute
-Hunter will now flee when beeing hit by a flare.
-the Hunter will search every hidingspot in plain sight of entryway if he saw the player enter.
The Fiend:
-increases movementspeed to moderate
-the fiend will search every hidingspot if he saw the player enter the room.
-the fiend will acknowledge escape routes if the player stick's around them for to long and achives progress.
-will now try to outsmart the player when beeing baited to open a broken door. When a radio has been used the fiend may not destroy the radio and just glide further away waiting for the player to pick up the radio and then ambush the player.
-when the fiend is chasing the player he can access his inventory and may make him drop item's on the way by pulling them out of the player's pocket's. The fiend can windup the eggtimer in the player's inventory making it a ticking soundbomb if the player does not check up his inventory after escaping.
The Player and other basic's:
-now has limited sprint. Endless sprinting is no longer possibel and you are forced to take break's
-up to 2 escape routes can get destroyed
-Monster will have a higer chance of guessing the right hiding spot.
-player get's a unlucky meter. the more often the player is found hiding the higher his unlucky meter rises. The unLucky meter determines the chance the monster will instanly kill the player upon finding him. Meter start's at 0%
-no more prefixed fuseboxes
AND THIS IS HOW I IMAGINE TERROR MODE. Just alot more trickery. Leave your own idea's for additional behavior and gamechanges for this hardmode.
Here is an excellent idea for a monster to put in Monstrum:
The Shadow Beast
Intelligence: Moderate
Strength: High
Walking Speed: Low-Medium
Running Speed: Medium
Appearance: The Shadow Beast is a dark, willowy figure with a black shield on his face (or has a black shield as a face). It has two forearms and two hind legs, and it tends to perambulate on all fours. It has black tendrils above and below the black shield on its face, and there are red lines and markings that show on its back and its underbelly. Its feet on its hind legs resemble that of a human, and the middle finger and ring finger on both of its forearms are bent downwards. The Black Shield on its face has a dot in the center, accompanied with markings around the center of its face. The Shadow Beast is actually an enemy from a different game, and there is an actual picture and link for more information on this monster right here:
https://zelda.gamepedia.com/Twilit_Messenger
Fear: The Shadow Beast represents the fear of dark, shadowy figures and the fear of being watched or ambushed.
Strengths: The Shadow Beast is hidden at most times, and is camouflaged with the map’s appearance. The only way he can be seen in dark places is searching for the distinct red light on its body in the distance, or by using the flashlight or any other light source. Since it crawls on the ground, it can easily see under tables and it doesn’t have to bend down to find the player under tables. It can easily rip down wooden doors and break down steel doors and lockers with its strong limbs, although it has to stand up before doing so. It has ultrasonic vision as well as regular vision, so it can see all the way across hallways when chasing you. It even has good hearing, and it will almost immediately react to any noise (e.g. Security Camera) by emerging from a distorted rift in the map (see below: “Warning Signs”) located closest to the source of the noise. In order to climb up holes in the Cargo area, it usually climbs up the wall to its preferred floor due to having a strong limb strength. The Shadow Beast is even smart enough to slow down when passing pit traps and either carefully step across them to avoid tripping, or climb on the walls to pass by the pit traps. Sometimes it even jumps over the pit trap. It can open doors if they are unlocked. When it comes to being locked in Power-Locked doors, the Shadow Beast can always open up a portal leading through the Power-Locked door and walk right through to free itself.
Weaknesses: The Shadow Beast is weak to fire, which can slow its progress through the hallway if there is ignited gasoline on the floor between the player and the monster (note that it can still climb on the walls to pass by any obstacles, but this takes some time). Like other monsters, it does flinch when it gets sprayed with the fire extinguisher, and it does flinch when stricken by scalding-hot steam. It is easily outran around tight spaces in the hallways and in obscure places like the Engine Room. It does flinch when shot with the Flare Gun. The Shadow Beast has to stand up before it opens unlocked doors or rip open locker doors, giving the player more time to hide while the monster lingers at the door.
Behavior: When it’s standing in one place, the Shadow Beast usually looks forward; sometimes it looks left, then right, then left again, but that’s not really that important. When it spots the player, it will emit a deafening screech that may intimidate the person playing the game, then commence its running phase. When it runs, it usually hops up and down when it runs. When the player is hiding in a room, and the Shadow Beast suspects that the player is hiding in the room, it will begin to search for the player. In some circumstances, a monster rarely throws the player out of the locker onto the ground and roar; the Shadow Beast is capable of doing this too. In this circumstance, when it finds the player in a locker, it grabs the player with one arm and throws him to the side and utters its unnerving screech before pursuing the player. Most of the time, it hides in a different dimension and leaves distorted areas containing the same symbol as the one on its back. When the player comes near it, or if a noise is emitted, the Shadow Beast emerges from the transparent portal and bellows, before it starts to search for the player.
Warning Signs
1. Transparent portals in the form of distorted spaces that contain the same symbol as the one on the Shadow Beast’s back, located around walls where the Shadow Beast can emerge when the player gets too close. These distorted spaces make eerie pulsing noises, making them not too difficult to find. When a distorted area is activated, it makes a loud pulse noise before the monster emerges.
2. Distorted footsteps that the Shadow Beast emits whenever he perambulates.
3. Loud screeching noises that usually express different emotions, ranging from confusion to wrath.
Death Animations
Front: The Shadow Beast grabs the player with its forearms, screeches in his face, and pierces the player’s chest with its right limb.
Back: The Shadow Beast grabs the player’s shoulders and quickly turns the player around while screeching in his face, then claws your face shortly after.
Front Crouched: The Shadow Beast grabs and envelopes the player with both forearms, gazes balefully at the player’s face, pulls out its right arm, and when the player looks to his left, it claws the player’s face.
Back Crouched: The Shadow Beast trips up the player, and within a few seconds it starts to crawl into the player’s front view while staring at him and then pounces on the player with its limbs pointed outward.
Under Table: The Shadow Beast roughly pulls the player out from under the table and claws the player.
In Locker: The Shadow Beast breaks down the locker door, pulls the player out, screeches at the player, pierces the player’s chest, and claws his face.
Escape Route Attacks
The Submarine: Once the start up sequence is initiated, the Power-Locked doors close automatically, the Chase theme starts playing, and then the Shadow Beast emerges from a nearby portal closest to the Submarine Room (a loud pulse noise can be heard from the nearby portal being opened) and it heads to either the left Power-Locked door or the right Power-Locked door, and it opens up a portal to walk right through the door. After doing so, it utters its deafening roar before pursuing the player.
The Helicopter: When the Helicopter starts taking off, the Chase theme starts playing, and a portal appears on one side of the Helipad, where the Shadow Beast will then emerge, utter its loud screech, and begin to chase the player. Be careful, once it emerges, you have to keep it busy, because if you leave the area after the Helicopter starts taking off, it can and will destroy the fuel tank, just like the Hunter.
The Life Raft: When the Shadow Beast hears the crane rotating and the chain lowering, it will start traveling to the area where the player can escape using the Life Raft. Once it reaches the area, it will puncture the Life Raft, rendering that escape route ineffective.
Soundtracks
Chase Theme: Shadowy Pursuit (Shadow Beast Battle Theme from the Legend of Zelda Twilight Princess)
Hiding Theme: Hiding from the Twilit Terror (Twilit Battle Theme from Zelda Twilight Princess)
Ambient Theme: Twilit Ambience (Twilight track from Zelda Twilight Princess)
Origin: The Shadow Beast was originally from an alternate dimension of twilight, but it happened to emerge from the Mirror of Twilight, a twilit mirror leading to and from the Palace of Twilight:
https://zelda.gamepedia.com/Mirror_of_Twilight
Tips: It is best to use a Flashlight in the cargo hold or any dark area to get a good view of where the Shadow Beast is if he is nearby. Always lock the doors before finding a hiding spot in order to buy yourself some time. Do NOT leave the door open before hiding, because the Shadow Beast will know that you have entered that area, and will linger longer than usual. Don’t leave the door open. What, were you born in a barn? You also ought to have your sound turned up on your headphones in order to hear the portals’ pulsing noises a lot better and it’s advisory to turn your brightness up to see dark areas better.
That is the end of my analysis for this monster. Some people may know what I’m talking about when I’m talking about this creature.
After reading all the forum "A 4th Monster" It got my gears turning. So I thought another disscusion would be good. Hear ideas and Stuff. But i had an idea
What about a monster that is for electricity (Not the fiend's "Blinking light" machanic) But a monster that can come out of fuseboxes and cameras and can zap around the ship, and if the electricity is turned off. It gets scared and runs away but after a while the lights come back on, but if one turns on another turns off. It wouldn't be affected by power locked doors (Since it can zap itself through electricity) and can track you if your flahslight is on for too long. It would be skinny, Sparks a lot, and has a glowing yellow on it. The name could be "the Watcher" Since it watches you all the time. This will mean
•You cannot Hide. She will find you always.
•You must turn off your flashlight at times
•You should keep handy Where the power switches are. This would be the only monster that makes purpose to those.
•You Should also keep Handy where the stairs are, In case you nedd to find a powered down area, but be aware as she will turn it back on if you're in one area for to long.
•Be CAUTIOUS when you use fuse boxes for power locked rooms, as She will burst out of them is you wonder in there for a good period of time
•Zap sounds and cameras beeping out of nowhere will be a nice tip that She is in the area and you should make use of the map layout.
•The flare gun, a lighter, and any fire will scare Her badly, so make good use of those!
•DO NOT TURN ON EVERY LIGHT ON THE SHIP! I know by now it's common knowledge, but that means no where to run (and since you can't hide) consider yourself dead (unless you manage to turn it off, or She loses track of you)
•She is a little faster then the hunter, but not as fast as the brute.
That is everything for her (yes, she's a girl, to even it out) so what do you think? do you have any Ideas?
One idea for a mode I have is that instead of dealing with one monster, you are dealing with all three! What I mean by that is whenever you move out of range of a monster, it despawns and another of the three takes its place somewhere else on the ship. This would give the impression that all of the monsters are on the ship with you, without making the game too difficult. Let me know what you think about this idea!
I may be drunk enough,
First things first, Monstrum caught me off guard, the ideas behind it are amazing, I'm glad it's gone all so well, can't wait to play it on the Rift soon.
Now, on topic... I've had this idea for a game for years, and it may sound dull, obvious, and clichéd as hell, specially around Monstrum, but... It may be fresh enough, let me pitch it shortly: Surviving 'the Blob' in a singles Cruise Ship.
Deep Rising (1998), The Blob (1988), Virus (1999), Dead Rising 2 (2010), Monstrum (2015). Will it blend? Probably... Juicy.
Let me just flesh it out a little bit more,
As a sequel, a monster in a cruise ship this time, adds a lot of life and a new perspective to horror and survival, while following the 'terror at the sea' theme; I'm one of those who cater for unexpected juxtapositions. A cruise ship offers lots of different scenarios, and tourists and crew offer much more interactivity and perhaps paths to a 'storyline'.
A monster like 'the blob' would introduce a new gameplay mechanic where biomass absorption means a more dangerous and pervasive threat as time passes (Yep, I've been playing agar.io lately). And would finally put a rest to Resident Evil's magic biomass spawn everywhere.
I have some doubts of the fun element of that child's game of chain tag, I doubtely ever won... So I've thought of some sketchy rules that might keep building programmers' hell, like if the blob could be highly hydrophobic and somewhat photophobic and -something else (I'm not creative at all)-, thus introducing weather as an ally perhaps: Let's suppose that there's a storm that evening, making the upper decks a 'safe heaven' until midnigth when it starts to subdue... then if made the right choices, lights are back on, making it a little bit safer inside.. around 3 a.m lights go off again, and then you have the most tense 'waiting for dawn' ever.
Fun ideas would start flowing so much with a such scale that it could be desastrous: To add variety one could find ways to implement the rest of tag variants, e.g. freeze tag, a person is caught and becomes a minetrap blocking hallways, ewww.). With tools and elements on the fly there could be now ways to at least hold off the monster or make it back off (A flamethrower?)
The scale of the project would be inmense, from making GTA1 to try and pull a GTAV, but... It's a sequel, it's supposed to be that way.
I'm building my own prototype, there's something about this idea that isn't quite right gameplaywise. (-who knows when tho', I'm zeros but learning to LÖVE-).
My punctuation, and I'm seeing double. Double check.
I wonder if an iron baseball bat (or something hard, like a long pipe) could be added to the game. If a monster gets you while you are holding this item, the player will use the bat and hit the monster and stun them for maybe 2-3 seconds. The player will take enough damage from this so that a stun from the fiend or a little steam could kill you for a few seconds, but at least you are alive right? It could be a cool item to add behind power locked rooms or barricaded rooms I think, just to make it a bit risky to get. But I am not sure how much time it would take to make an item like this though.
What about an escape route where you fix the ship's controls and steer it? You need to find a map and slowly make your way to land. When you get near enough, a cutscene will play where you jump of the ship and swim to shore. I know, it sounds far too difficult, but I can't really think of another plausible way to escape the ship with vehicles.
I think that the team junkfish should change somethings for the hunter like the possibilitys of more encounter (new ways to encounter it) new ways to catch up whit the player in chase and when searching
1.The hunter could go outside the vent randomly whitout screaming and then roam the place which would cause to have more encouter but when he will go outside he would be near the player but far enough so that the player cannot hear the sound when the hunter gets out of the vent.(also the hunter could close the vent after she exit the vent)
2.When the hunter goes back into the vent it shouldn close it to make sure that the player doesn't know where the hunter came from.
3.The
Am I the only one bugged by the amount of emptiness on the Main Deck? Like, inbetween the Upper Decks and the big stack of crates there's just nothing, not even small wooden crates or lockers to hide in. Same story on the opposite end of the ship where that one area you used to be able to go to is now closed off. I also think the hallways on either end of the Helipad could use something, maybe even a new room underneath the helipad, like a really big storage center, or maybe something that connects down into the Cargo Hold.
I'm thinking that hiding under desks should be useless against the Fiend. That may sound overpowered, but it's really only logical for the Fiend. Having it miss the player hding obviously under a table really makes it look rather pathetic :P
It should also be a little more systematic with searching through hiding spots, e.g opening both lockers in a set/ opening shower curtains in a row, and it should also have a higher chance of finding the player. Right now, it seems to find the player less often than the Hunter for some odd reason. This could punish the player for hiding.
Lastly, I think the monsters should eventually instant kill the player if they find them in a hiding space. Maybe the first few times they find the player, it throws them aside as usual, but eventually, they just resort to killing instantly. This would make hiding much less of a safe-point, and allow there to be an actual threat of being found.
I don't know, just me rambling again. :P
It's really interesting to see the prototype of the Brute, and the possibility that it may end up being a 4th monster some day is intriguing. So, I got to thinking, what could such a monster do that would be disctinct from the other three? The first thing that springs into my mind is that it needs to be a monster that punishes you for running. The Brute is fast, and the Fiend can get you from far away, but neither of them are much good in an open sprint - the Brute's not faster than you (for some reason), and the Fiend is too slow to catch up even if it paralyzes you. Both are really only dangerous in close quarters, since you have less time to evade them and, in the case of the Fiend, it can trap you by closing doors. How do you solve this dilemma?
Thinking about the monsters in terms of the 4 classic elements, which probably isn't a surprise coming from me, we can break them down as follows:
THE BRUTE: Fire - Aggressive, ferocious, destructive.
THE HUNTER: Water - Adaptive, sensitive, patient.
THE FIEND: Air - Deceptive, manipulative, cunning.
With this as a guide line, the remaining element is Earth, which we can define as 'efficient', 'methodical', and 'resilient'. These traits suggest something that acts in simple but highly effective patterns, and is very difficult to hinder or harm physically.
Then it hit me - what if the monster "froze", or in this case turned to stone, when you looked at it? This would make running away impossible, at least at close distances, as everytime you lost line of sight with it, it would become animate (after a very brief pause, maybe half a second) and begin chasing you, at a speed much faster than even the Brute (by necessity). While frozen you would be able to walk by it, so long as you kept looking directly at it, though perhaps remaining near it for too long might trigger a custom death scene where it suddenly springs to life.
The only problem is that it's probably too similar to SCP-173 and the Weeping Angels, but I dunno, I think they could come up with something creatively that would make it distinct enough. In any case, I think it definitely needs to force you into hiding somehow, or at least punish you for sprinting about all the time.
What do you think? What could Sparky really do to scare us more than the Fiend did?
It would be cool if the vents were a little more complex then just spawn points for the Hunter. Maybe they could be a form of transportation for the player. They would be able to use it to access areas of the ship, such as Power-Locked rooms, and use them as a hiding space, though the drawbacks are that there is no sense of navigation anywhere, and the player has to wander until they find an exit. If the Hunter is the Monster, the player may also have a chance of finding the Hunter in the vent, which would cause instant death, and if the monster is the Brute or the Fiend, they may have a chance of waiting outside of a vent cover, if they hear you thumping around.
Crazy idea, but this thread never dictated if the idea should be simple :)
If there was only to be one more patch for Monstrum, ideally I would want to be a comprehensive bug and glitch fix, as well as a performance fix, just to tighten things up as they should be. But then I thought, assuming there were no such issues, what actual changes would I like to see in Monstrum? And so, I present to you "PATCH v2.0.0 - "ROUND 2".
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PATCH v2.0.0 - ROUND 2
[FEATURES]
[-] HARD MODE: Defeating all three monsters now enables an option when you start a new game to specifically select a monster for a new playthrough. In this mode, the monster spawns immediately at the start of the game, moves slightly quicker than normal, and is generally more aggressive in its pursuit of sounds. Additionally, monsters also gain a few enhanced capabilities:
- The Brute: Gains immunity to all STOP effects and natural hazards (pit traps and steam).
- The Hunter: Footsteps are much quieter, egg sac 'trigger' radius is larger.
- The Fiend: Paralyzing effect grips you in only 2.5 seconds (normally takes 3.5), aura humming is much quieter.
[-] Gasoline Canisters now explode when they come in to contact with fire. The explosion will destroy wooden doors, including wooden barricaded doors, within the small blast radius, as well as serve as a temporary STOP effect against all three monsters, but will also destroy the canister in the process. The blast can also be used as a distraction, as it generates a loud noise that will greatly attract the attention of the monster. Explosions count as 'fire damage', meaning it will burn the Hunter and immolate the Fiend (see below), but it will still make the Brute stop as if it was sprayed with a fire extinguisher.
[-] Two new phoneboxes have been added, one in the Bridge and the other in the Security Room. These phoneboxes are separate from the ones in the Engine Room; the fuse box in the Security Room will power them both.
[HAZARD CHANGES]
[-] Pit Traps can now only spawn outside on the Main Deck, mainly on the "hall" like sideways near the helipad.
[-] Pit Traps are no longer "disabled" when triggered, meaning that the player can now trip on them any number of times.
[-] The Master Steam Control Valve now also disables the steam vents near the helipad.
[ESCAPE ROUTE CHANGES]
[-] The fusebox near the Life Raft now always spawns un-powered (meaning it now requires a fuse).
[-] The player may now hide in the Helicopter once the door is unlocked by interacting with the interior. They will enter and shut the door behind them via a canned animation. While in the Helicopter, the player has limited room to move like when hiding in a cupboard. If a monster finds them here, it will pull them out as normal, or kill them if it saw them enter. Note that interacting with the interior of the helicopter will still immediately count as a victory if it is fully refueled.
[-] The player must now hold down the use button when using a gasoline canister on the Refueling Equipment, just like they would with the Pump for the Life Raft, until the canister is empty. Each canister will take approximately 6 seconds to empty, or 12 seconds total.
[-] The player must now hold down the use button when using a Welding Kit on the damaged side panel of the Submarine, just like they would with the pump for the Life Raft, until it is repaired. This process will take approximately 9 seconds total.
[ITEM CHANGES]
[-] A new item has been added: Crowbar. This item allows you to open crates in the upper area at the aft end of the ship (see below). It can also be used to repeatedly hit solid surfaces to make noise, disable cameras by striking them (which also makes noise), or dropped to make noise akin to a smashable item.
[-] The minimum number of fuses that spawn has been increased by 1, to make up for the fact that the Life Raft now requires one.
[MONSTER CHANGES]
[-] All 3 monsters can now climb up to/jump down from the ledge in the Submarine room, just as they do for the holes in the Cargo Hold.
[-] The Hunter no longer screams after it "emerges" from anywhere (vents, egg sacs, etc.).
[-] The Hunter is now immune to fire extinguishers, pit traps, and steam.
[-] The Fiend can now be immolated by fire ONCE, which will stun it for roughly 5 seconds. It will focus on using its power to extinguish the flames on itself (and the surrounding area), and will then become totally immune from that point on, denoted by its eyes taking on an a bright orange/fiery appearance.
[LAYOUT CHANGES]
[-] The upper level above the aft end of the ship may now be accessed again via a large, wide staircase (similar to the ones in the Upper Decks of the ship). Notably this area will now always contain several crates that can be opened with the new crowbar item, some of which will have useful non-mission items in them. A flare gun has an increased chance to spawn in one of them. This area also contains a pre-powered fuse box that can be activated to turn on powerful floodlights that illuminate the whole area. However, activating this particular fusebox causes a temporary, loud electrical humming sound initially that monsters will hear, causing them to be drawn toward the area to investigate.
[MISC. CHANGES]
[-] NEW DEATH ANIMATIONS - Lockers
- The Brute will now drive its fist through the door and crush the player's head.
- The Hunter will now rip the door off, pause for a moment, then begin thrashing the player with its claws.
- The Fiend will now cause the locker to begin violently imploding, ultimately crushing the player.
[-] All monitors on the ship are now visibly destroyed. When the power is turned on for the area which they are in, monitors will periodically emit sparks.