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que the "i aint reading allat"s

que the "i aint reading allat"s | Lmao heres a description of the backrooms game so far, you'll have to check the description. On game start: Main menu with options, credits, etc. Upon pressing play there will be at least two gamemodes. The main gamemode which is made to absolutely stress and terrify the player, and a sort of walking simulator² gamemode that grants the player a radio and plays more on the comfort of liminal spaces. A happy place as it were. Of course this also grants me the ability to be an absolute soulless piece of shit and put in a completely uncalled for scare in the “safe” gamemode, but that’s neither here nor there. 

Lets start with the main game. The intro sequence I’m about to describe may or may not be implemented. Far more research on nostalgia, and its effects on the human mind will need to be conducted. 

My idea is to start with a little questionnaire. To gauge the player. Asking questions such as what generation they were a part of, their favorite childhood memories, what places feel most familiar to them, etc. Their choices could influence the look of the game to some effect. For example somebody with a childhood in the 90s would see more technology befitting that era, coupled with a far more dreamy neon aesthetic prevalent in the times. The problem is that peoples childhoods are so incredibly minutely different that no matter how accurate I make the questionnaire it probably won’t trigger the intended effects. I also have no idea what is truly nostalgic for people born in times and places I haven’t been. So this is scrapped for now for fear of overcomplicating things as a solo developer. Unless some genius idea is presented. 

Instead I’ll focus on the general main idea of the game. Upon continuing to the experience, a short introduction will play to set the scene. Perhaps some written, unspoken narration of the fact that you were minding your own business, doing whatever it is you typically do, and then you phased out of reality like some discarded toy left under a child’s bed for years. And then the game begins, you awaken, and look before you at a hall identical to the original backrooms image. Thus the exploration begins. 

The player is armed with a flashlight, the ability to sprint, and perhaps the ability to jump. I am currently conflicted as to whether I should make the game found footage, or to instead let you see through the actual character’s eyes. The difference being a grainy, analog art direction vs a clean, polished art direction. The former and the latter both have their opportunities to appear lifelike. My idea is to start off small, and as with The Complex (similar good backrooms game that wasnt quite what I was looking for but almost) not introduce some sort of monster immediately. Upon wandering around, the player should receive just enough information to think they may not be alone. Sounds will most likely be heard to indicate this of course. The idea is to let them go wherever, introduce really really uncanny surroundings, and hype them up for a jumpscare that never comes. I want however, an occasional safe room as a slight reprieve from the constant stress I want to inflict. Perhaps a distant dark area swathed in a blue glow that plays nostalgic music you can hear as you get closer, with a single computer on the inside. Perhaps I can add an “invisible” character that interacts with you through this computer, sending you occasional inspirational messages. Either this is another person lost within the backrooms, or this computer is the backrooms themselves leading you astray yet further. Upon traveling I want to make unique environments more frequent. I really need things to feel unique, though the monotony of yellow walls are supposed to drive one mad. Similarly to The Complex, I was originally intending to have an “open world” scenario where you can travel through different aesthetics melding into each other in the same exact area. Except I intend to completely remove the elevator idea presented by The Complex. My idea is to add a noclipping mechanic, which is of course quite thematic. Upon sprinting into a wall or jumping, you have a chance to clip right through, as a sort of immediate change to some othersuch impossible environment. This also feels so random, perhaps I can bring more thought into it, provide places which increase your chances to noclip. Might provide a more active role for the player instead of making them only run around aimlessly | image tagged in h | made w/ Imgflip meme maker
69 views 2 upvotes Made by Eclipse. 5 months ago in MS_memer_group
Eclipse. snek temp (thanks sayori) memeCaption this Meme
11 Comments
1 up, 5mo,
1 reply
Tldr
1 up, 5mo,
1 reply
big backrooms game

make player paranoid.

dont shove seven monsters in their faces and instead focus on the eeriness of liminal spaces
1 up, 5mo,
1 reply
Peak game
1 up, 5mo
frfr
1 up, 5mo,
1 reply
On game start: Main menu with options, credits, etc. Upon pressing play there will be at least two gamemodes. The main gamemode which is made to absolutely stress and terrify the player, and a sort of walking simulator² gamemode that grants the player a radio and plays more on the comfort of liminal spaces. A happy place as it were. Of course this also grants me the ability to be an absolute soulless piece of shit and put in a completely uncalled for scare in the “safe” gamemode, but that’s neither here nor there. Lets start with the main game. The intro sequence I’m about to describe may or may not be implemented. Far more research on nostalgia, and its effects on the human mind will need to be conducted. My idea is to start with a little questionnaire. To gauge the player. Asking questions such as what generation they were a part of, their favorite childhood memories, what places feel most familiar to them, etc. Their choices could influence the look of the game to some effect. For example somebody with a childhood in the 90s would see more technology befitting that era, coupled with a far more dreamy neon aesthetic prevalent in the times. The problem is that peoples childhoods are so incredibly minutely different that no matter how accurate I make the questionnaire it probably won’t trigger the intended effects. I also have no idea what is truly nostalgic for people born in times and places I haven’t been. So this is scrapped for now for fear of overcomplicating things as a solo developer. Unless some genius idea is presented. Instead I’ll focus on the general main idea of the game. Upon continuing to the experience, a short introduction will play to set the scene. Perhaps some written, unspoken narration of the fact that you were minding your own business, doing whatever it is you typically do, and then you phased out of reality like some discarded toy left under a child’s bed for years. And then the game begins, you awaken, and look before you at a hall identical to the original backrooms image. Thus the exploration begins. The player is armed with a flashlight, the ability to sprint, and perhaps the ability to jump. I am currently conflicted as to whether I should make the game found footage, or to instead let you see through the actual character’s eyes. The difference being a grainy, analog art direction vs a clean, polished art direction. The former and the latter both have their opportunities to appear lifelike. My idea is to start off small, and
1 up, 5mo
as with The Complex (similar good backrooms game that wasnt quite what I was looking for but almost) not introduce some sort of monster immediately. Upon wandering around, the player should receive just enough information to think they may not be alone. Sounds will most likely be heard to indicate this of course. The idea is to let them go wherever, introduce really really uncanny surroundings, and hype them up for a jumpscare that never comes. I want however, an occasional safe room as a slight reprieve from the constant stress I want to inflict. Perhaps a distant dark area swathed in a blue glow that plays nostalgic music you can hear as you get closer, with a single computer on the inside. Perhaps I can add an “invisible” character that interacts with you through this computer, sending you occasional inspirational messages. Either this is another person lost within the backrooms, or this computer is the backrooms themselves leading you astray yet further. Upon traveling I want to make unique environments more frequent. I really need things to feel unique, though the monotony of yellow walls are supposed to drive one mad. Similarly to The Complex, I was originally intending to have an “open world” scenario where you can travel through different aesthetics melding into each other in the same exact area. Except I intend to completely remove the elevator idea presented by The Complex. My idea is to add a noclipping mechanic, which is of course quite thematic. Upon sprinting into a wall or jumping, you have a chance to clip right through, as a sort of immediate change to some othersuch impossible environment. This also feels so random, perhaps I can bring more thought into it, provide places which increase your chances to noclip. Might provide a more active role for the player instead of making them only run around aimlessly
1 up, 5mo,
1 reply
Snack
I love how you can zoom up to the text and it’s all solid lines 😭
0 ups, 5mo
Snack
LMAO
1 up, 5mo,
1 reply
add a spinning a-posing Heavy easter egg pls
1 up, 5mo,
1 reply
but of course.
0 ups, 5mo
W
Eclipse. snek temp (thanks sayori) memeCaption this Meme
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Lmao heres a description of the backrooms game so far, you'll have to check the description. On game start: Main menu with options, credits, etc. Upon pressing play there will be at least two gamemodes. The main gamemode which is made to absolutely stress and terrify the player, and a sort of walking simulator² gamemode that grants the player a radio and plays more on the comfort of liminal spaces. A happy place as it were. Of course this also grants me the ability to be an absolute soulless piece of shit and put in a completely uncalled for scare in the “safe” gamemode, but that’s neither here nor there. Lets start with the main game. The intro sequence I’m about to describe may or may not be implemented. Far more research on nostalgia, and its effects on the human mind will need to be conducted. My idea is to start with a little questionnaire. To gauge the player. Asking questions such as what generation they were a part of, their favorite childhood memories, what places feel most familiar to them, etc. Their choices could influence the look of the game to some effect. For example somebody with a childhood in the 90s would see more technology befitting that era, coupled with a far more dreamy neon aesthetic prevalent in the times. The problem is that peoples childhoods are so incredibly minutely different that no matter how accurate I make the questionnaire it probably won’t trigger the intended effects. I also have no idea what is truly nostalgic for people born in times and places I haven’t been. So this is scrapped for now for fear of overcomplicating things as a solo developer. Unless some genius idea is presented. Instead I’ll focus on the general main idea of the game. Upon continuing to the experience, a short introduction will play to set the scene. Perhaps some written, unspoken narration of the fact that you were minding your own business, doing whatever it is you typically do, and then you phased out of reality like some discarded toy left under a child’s bed for years. And then the game begins, you awaken, and look before you at a hall identical to the original backrooms image. Thus the exploration begins. The player is armed with a flashlight, the ability to sprint, and perhaps the ability to jump. I am currently conflicted as to whether I should make the game found footage, or to instead let you see through the actual character’s eyes. The difference being a grainy, analog art direction vs a clean, polished art direction. The former and the latter both have their opportunities to appear lifelike. My idea is to start off small, and as with The Complex (similar good backrooms game that wasnt quite what I was looking for but almost) not introduce some sort of monster immediately. Upon wandering around, the player should receive just enough information to think they may not be alone. Sounds will most likely be heard to indicate this of course. The idea is to let them go wherever, introduce really really uncanny surroundings, and hype them up for a jumpscare that never comes. I want however, an occasional safe room as a slight reprieve from the constant stress I want to inflict. Perhaps a distant dark area swathed in a blue glow that plays nostalgic music you can hear as you get closer, with a single computer on the inside. Perhaps I can add an “invisible” character that interacts with you through this computer, sending you occasional inspirational messages. Either this is another person lost within the backrooms, or this computer is the backrooms themselves leading you astray yet further. Upon traveling I want to make unique environments more frequent. I really need things to feel unique, though the monotony of yellow walls are supposed to drive one mad. Similarly to The Complex, I was originally intending to have an “open world” scenario where you can travel through different aesthetics melding into each other in the same exact area. Except I intend to completely remove the elevator idea presented by The Complex. My idea is to add a noclipping mechanic, which is of course quite thematic. Upon sprinting into a wall or jumping, you have a chance to clip right through, as a sort of immediate change to some othersuch impossible environment. This also feels so random, perhaps I can bring more thought into it, provide places which increase your chances to noclip. Might provide a more active role for the player instead of making them only run around aimlessly