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 Forum index » Chaotic Fiction » Slender Man Mythos
[LOCKED] Slender (beta v0.9.6)
Moderators: ChildOfAtom, Cougar Draven, DavFlamerock, Dixie_Wolf, ndemeter
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punxtr
Die Hard Try Hard


Joined: 17 Jul 2010
Posts: 2994

Actually, I think you should have a pause function that seems safe, but whenever you unpause you instantly see Slendy and die. A nice little trick Wink
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PostPosted: Fri Aug 10, 2012 12:01 pm
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Pyro-Gibberish
Guest


My friend emailed me this game not long ago. I really like the minimalistic, creepy atmosphere. A pause function would be nice, but I think some other items would be cool as well. Maybe dolls or other artifacts that could impede slendy's pursuit or something that could make your the process of going to static/insane/dying go a bit slower.

PostPosted: Fri Aug 10, 2012 1:00 pm
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Lithp
I Have No Life


Joined: 04 Mar 2012
Posts: 2058

Quote:
As for a pause, I might implement a pause that only works when there is no static. That way you can't pause in response to seeing SM.


I would go for that. I mostly like the feature for practical reasons. If you can pause the game, you don't have to make sure you have an hour or 2 of uninterrupted time to play.

PostPosted: Fri Aug 10, 2012 2:22 pm
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RandomH-bomb
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Joined: 27 Jun 2012
Posts: 134

Game Informer does a write-up.

http://www.gameinformer.com/games/slender/b/pc/archive/2012/08/10/things-go-bump-in-the-night.aspx

PostPosted: Fri Aug 10, 2012 5:02 pm
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Xicon
Unfettered


Joined: 06 Jul 2011
Posts: 404

I am very much driven by emotion, and games that really evoke strong reactions from me get high praise from me - so congratulations, Parsec, you've made a game that is easily better than 90% of the stuff that is released today.

That said - in an effort to prove that we are awesome (futile, I'm afraid), some friends and I have been taking a very logical approach to the game in an attempt to win. We drew up maps, we analyzed his movement patterns, and we tried to discern some sort of logical rules that govern page spawns. These experiments - some beneficial, some fruitless - resulted in a plan to beat the game that we thought would work with enough trials, and at worst would reduce the panic and tension and thus making the game far more manageable and less cripplingly terrifying.

It didn't. I don't know how you did it but you have made a game that laughs in the face of logical attempts to understand it, only scaring you further the more logically you approach it.

Bravo. Fuck you. Bravo.
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PostPosted: Fri Aug 10, 2012 7:10 pm
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AgentParsec
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Joined: 13 Aug 2011
Posts: 94

Xicon wrote:
I am very much driven by emotion, and games that really evoke strong reactions from me get high praise from me - so congratulations, Parsec, you've made a game that is easily better than 90% of the stuff that is released today.

That said - in an effort to prove that we are awesome (futile, I'm afraid), some friends and I have been taking a very logical approach to the game in an attempt to win. We drew up maps, we analyzed his movement patterns, and we tried to discern some sort of logical rules that govern page spawns. These experiments - some beneficial, some fruitless - resulted in a plan to beat the game that we thought would work with enough trials, and at worst would reduce the panic and tension and thus making the game far more manageable and less cripplingly terrifying.

It didn't. I don't know how you did it but you have made a game that laughs in the face of logical attempts to understand it, only scaring you further the more logically you approach it.

Bravo. Fuck you. Bravo.


Thanks! I made an extra effort to make sure that all of the rules SM follows when deciding how to move have random exceptions, just to make it harder to predict what he's going to do next. I'm glad to see that it's working (and to be honest, even though I'm familiar with all of his movement rules, he still surprises me frequently too).

PostPosted: Sat Aug 11, 2012 5:47 pm
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AgentParsec
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Joined: 13 Aug 2011
Posts: 94

A friend of mine is working on a new Slender Man model. It's not actually textured yet (though the temporary colors are close enough), but so far it's coming along pretty good I think. He's also going to set it up so that I can tilt the head from side to side slightly if I want. Anyway, I wanted to get an opinion on it so that if anything needs to be adjusted, we can do it now before texturing.



PostPosted: Sat Aug 11, 2012 7:01 pm
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SuperPopsicleThorn
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Joined: 02 Dec 2010
Posts: 100

It's almost too exaggerated. I don't find this model nearly as frightening as the other. Also, the nose is a bit pointed.

PostPosted: Sat Aug 11, 2012 7:24 pm
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AgentParsec
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Joined: 13 Aug 2011
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SuperPopsicleThorn wrote:
It's almost too exaggerated. I don't find this model nearly as frightening as the other. Also, the nose is a bit pointed.


Well, the arms aren't going to be in that position either... that's just while he's modeling it. Could you be more specific on what seems exaggerated?

PostPosted: Sat Aug 11, 2012 7:26 pm
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SuperPopsicleThorn
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Joined: 02 Dec 2010
Posts: 100

I think it's really the torso that's throwing me off. He doesn't look inhuman, he looks like a human who's been popped in photoshop and stretched vertically.

If the torso were a more natural size the arms and legs would look more strange and vice versa. He also doesn't have a whole lot of shape to him, I know he's meant to be thin, but he looks like a rectangle with toothpick arms.

The thinness of the arms with the width of the legs is also kind of odd, they don't look like they belong together.

PostPosted: Sat Aug 11, 2012 7:35 pm
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Lithp
I Have No Life


Joined: 04 Mar 2012
Posts: 2058

Looks a bit cartoony to me, but it's hard to tell, because character models always look a bit different to me when they're actually moving around in the game world. It'd be easier to make judgments if I could compare the new & the old side-by-side.

I'll try, though.

I feel like the face could be flatter, except maybe the brow ridges. I also think that white hands would be better. The feet are kind of stout, they remind me a bit of a toy robot.

PostPosted: Sat Aug 11, 2012 9:14 pm
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TheFallenenvoy
Entrenched


Joined: 08 Apr 2011
Posts: 847

try stretching the legs rather than the torso. the torso just looks silly.
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PostPosted: Sat Aug 11, 2012 10:12 pm
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Zebez
Unfettered


Joined: 17 Jul 2011
Posts: 618

Let me just start by saying I do like this game, and I do like the idea

I know the game has some basis in luck but I feel like there should be a way to fight against him because after the sixth or seventh page you'll grab the page and that's it. You're done. It doesn't seem like much of a fighting chance, even if you try to look away and he does that pull the camera towards him thing. I know that's the scare factor in some way but eventually that does wear off. Maybe a way to steel yourself against him, like a limited amount of times you can comfort yourself (because I think one of the ideas about slenderman is that he runs on fear and the more afraid you are the more he can take over your life)

also the horror chord isn't really working that well. It doesn't do it every time I pan over him.

I think you've made a great atmosphere and a good premise for a game, but I think since the game doesn't have powerups or anything that increases your skills as the levels get harder it gives it a slot machine effect and I think it would increase the playability if there was more strategy involved.

PostPosted: Sun Aug 12, 2012 3:20 pm
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Lithp
I Have No Life


Joined: 04 Mar 2012
Posts: 2058

I've an idea that I think doesn't ruin the "can't fight back" aspect of the game:

Have the player's abilities scale when they find pages, but at a lower rate than the Slenderman's.

PostPosted: Sun Aug 12, 2012 10:45 pm
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AgentParsec
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Joined: 13 Aug 2011
Posts: 94

Zebez wrote:
also the horror chord isn't really working that well. It doesn't do it every time I pan over him.

I think you've made a great atmosphere and a good premise for a game, but I think since the game doesn't have powerups or anything that increases your skills as the levels get harder it gives it a slot machine effect and I think it would increase the playability if there was more strategy involved.


The horror chord is working as intended. There's a 10-second cooldown before it will do it again, during which you sprint instead of jog. The chord is now being used to signal the start of the 10-second sprint time.

There is a lot of strategy involved. If you play carefully and watch your back, you can survive. But you also have to think on your feet; he doesn't teleport to set places, so you have to be able to react to him as soon as he moves. My shining moment in my own playthroughs was when I went along a route that put me across the map from the remaining page, and I actually managed to make it all the way across the map without getting caught. Human error is the biggest factor working against you here; there are almost no inescapable situations.

Lithp wrote:
I've an idea that I think doesn't ruin the "can't fight back" aspect of the game:

Have the player's abilities scale when they find pages, but at a lower rate than the Slenderman's.


I've actually considered making the jog increase in speed gradually as more pages are collected. I might try that out in the next version if it feels like it works.

PostPosted: Mon Aug 13, 2012 2:31 am
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