Ideas for interesting monsters

Got any cool ideas for Darkwood? Share them here!
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Nenjin
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Re: Ideas for interesting monsters

Post by Nenjin » Mon Jul 28, 2014 6:39 am

Not necessarily a monster, but possibly so. More in the way of another booby trap like mushroom patches and bear traps.

Strangling vines.

Functions like a bear trap, holds you in place, does damage, then lets you go. You can swing on it and kill it, maybe get some odd meat from it. Maybe the vines are fleshy too, and wiggle a bit so they stand out from the shadowy trees branches.

spacecat
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Re: Ideas for interesting monsters

Post by spacecat » Tue Jul 29, 2014 2:38 pm

I'm leaning more towards Silent Hill-esque monsters and everything else supernatural or symbolic ... but not really liking the savages personally =/

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Nenjin
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Re: Ideas for interesting monsters

Post by Nenjin » Tue Jul 29, 2014 3:11 pm

I like them. 1) they show the degradation and deterioration of people living in Darkwood and 2) they provide a counterpoint to the Silent Hill monsters. After a day of Dogs and Savages, the other monsters are that much scarier.

neko
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Re: Ideas for interesting monsters

Post by neko » Tue Jul 29, 2014 10:15 pm

mantricore wrote:I will not create another subject for some monsters ideas.

So here they are !

Weeping angels
I can't think of a name for it other than that. It is from Doctor who. They are angels statues that move when you blink or face away. Maybe not angels but little humanoid monsters that look harmless at first and only look at you.
But once you look away , they draw closer and closer to you until they finally attack you. Now , if you think about it, they are not so harmful. You just spot it and attack it right away. But what if the monster , once attacked,gets
more aggressive and sprint at you like crazy... So it would be a good way to either avoid them by looking in their direction then close a door and quickly barricade. It could also come in a pack. And once it does not see you , they could lose interest in a matter of seconds.


Wendigo
Immagine yourself walking in a forest at night ( or even day for that matters ) and you see a deer.
A nice little deer just standing there and eating leaves off a bush.
You proceed to aim and shoot it but as you shoot it, it stands up , and jump on you.
BAM !
Were-Deer.
Could also just be eating away a corpse. So if the player only keep his attention on the deer to get food, it would not have any way to notice it is eating a rotten body instead of leaves.


Light eaters
Similar to the Light seekers already mentioned.
This time , it will be a passive creature. Kind of.
It would not hurt the player but it would instead reduce the light as it walks near a source.
Flashlight flickering. Fire being low all of a sudden.The only thing to notice them is that they would cast a shadow.
Only a shadow , no body. A tall, humanoid-like form with maybe a big jaw.
love the idea of the angels and the light eaters.

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Sercullhor
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Re: Ideas for interesting monsters

Post by Sercullhor » Wed Jul 30, 2014 9:19 am

The following ideas were inspired by Silent Hill...you were warned.

Haunting/The Putrid
Short story
Strange things begin to happen. Items you placed on the floor will be in different rooms. Wardrobes and various other objects will move when not in your sight. Gas is being consumed quickly, down to your last can in the second day. Mysterious bloodstains and fleshy bumps appear and disappear all over your house. You can hear whispers from the rooms you just left..in a week your "homely abode" is anything but. The bumps are now pulsating tumors festering on the walls, they closely resemble the bloated faces of plague victims and touching them expels coagulated blood, poisoning you. Doorways have teeth, haphazardly slamming doors will cost your skin. The walls whisper. Talking about how you step on their faces. How you hurt them with your nails and boards. Furniture moves out of the way, leaving entrances to your fort. When you move it back, they scream about how the furniture legs scrape their skin-making the night terrors rush to you. Whenever your blood is spilled they laugh. The night is long...

Details: Haunting/The Putrid is supposed to encourage the player to be mobile, making new bases in the areas where wells are present and feel like safety is never guaranteed. After initial symptoms, your home will gradually fill with walls spitting poison when touched, doors will hurt you if you slam them, gas consumption of the generator is doubled, increased monster aggressiveness and all sorts of poltergeist antics. Deciding on whether or not to make exorcising the house possible. I'm thinking candles, sacrificing animals, a cleansing ritual and a boss fight at the end is tough to gauge against constantly pressuring the player by permanently removing a player's safe-houses giving urgency to making it to the next chapter before there is no safety.

Shufflers
Shufflers are plague amputees covered in full-body rudimentary bandages and restraints, having had their legs and arms cut off to delay the plague and prevent an extreme form of self-cannibalism. They move by inching across the floor like a worm, bumping into the walls, spasming violently at random intervals and accompanying the shuffling is a rustling noise from within the bandages. If approached the creature screeches and his back splits open, scattering organs and revealing the threat behind this lame figure. His intestines are two long barbed whips that slither close to flail you. The stomach, liver and otherwise sprout the digits he had consumed to scuttle around blindly, stepping on them expels harmful juices. His lungs blossom out of his back like a pair of fleshy balloons, constantly releasing poisonous gas and shielding his innards. Slaying the extensions only delays the onslaughts as the Shuffler seems to have underwent many, many forced transplants. There's only one way to kill the creature, smash it's lungs and hack it's heart out. This is a very messy and timely ordeal, be prepared when you hear shuffling in the night.

When facing monsters you often run outside to a more liberating fighting space, however owing to the slowness and lack of aggression from the Shuffler this should be too time-consuming to be efficient. Thus my intention is to force the player into an uncomfortable situation where they must either completely forgo the room or risk clearing an enclosed space where death is a likely outcome. Pending the idea of a Shuffler invading your house, making life hell.

macias
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Re: Ideas for interesting monsters

Post by macias » Thu Jul 31, 2014 3:20 pm

maybe interesting idea would be also to make character produce feromones aftrr every dosage of mushrooms, which could attract specific and aggresive kinds of monsters. like in 1st post it would some kind of feromone seeker.

Ocilon
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Re: Ideas for interesting monsters

Post by Ocilon » Fri Aug 01, 2014 3:28 am

A monster that detects movement. Hold still while it is "looking" at you and it will ignore you, even if it bumps into you. Ready a weapon or do something with your hands and it will be curious, walk or run and it will pursue you. Looking around or turning in place is fine, though. Don't want to take away the player's ability to keep track of it and mind their surroundings.

The monster could be foiled by throwing something away from yourself to distract it; the creature follows movement, after all. The source of movement is where something used to be, not where it is. Matches don't work, though: they're too small. Throw some meat to keep it busy, or a molotov to watch it wade into the fire and it's own demise. Caution: it'll eat whatever you use to distract it, so don't expect to recover anything you use to draw it away from you.

Feel free to make noise and use light sources, too. It's either deaf and blind or so stupid it can't tell the difference between a man and a floor lamp until one of them moves. Easily trapped in rooms if you close the door while it's not looking, otherwise it'll run over bust it down in short order.

This monster could be a serious threat in enclosed spaces because it forces the player to move about carefully and slowly, but it may also be an unwitting ally as it will viciously clobber other monsters that might mean you harm... as long as you can resist the urge to chicken out an run for it.

I tend to think of it as something large and hulking, causing the screen to shake a little from each thumping footstep when it gets close enough. Three huge cataracted eyes slowly swivel every which way, indicating to the player where it is "looking." The eyeballs should probably emit a bit of light,0 like a flashlight, clearly illuminating the monster's field of vision so the player knows when it is "safe" to move and when they need to hold still.

Has a chance to drop one of its eyeballs on death, which can be used like a flash light for a short time, and if directed at another eyeball monster, fools it into thinking the player is one of them. Maybe good for just 10 or 15 seconds; long enough to get past one of them, or two if you are quick.

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TheBigcheese42
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Re: Ideas for interesting monsters

Post by TheBigcheese42 » Sun Aug 03, 2014 4:36 am

Ocilon wrote:A monster that detects movement. Hold still while it is "looking" at you and it will ignore you, even if it bumps into you. Ready a weapon or do something with your hands and it will be curious, walk or run and it will pursue you. Looking around or turning in place is fine, though. Don't want to take away the player's ability to keep track of it and mind their surroundings.

The monster could be foiled by throwing something away from yourself to distract it; the creature follows movement, after all. The source of movement is where something used to be, not where it is. Matches don't work, though: they're too small. Throw some meat to keep it busy, or a molotov to watch it wade into the fire and it's own demise. Caution: it'll eat whatever you use to distract it, so don't expect to recover anything you use to draw it away from you.

Feel free to make noise and use light sources, too. It's either deaf and blind or so stupid it can't tell the difference between a man and a floor lamp until one of them moves. Easily trapped in rooms if you close the door while it's not looking, otherwise it'll run over bust it down in short order.

This monster could be a serious threat in enclosed spaces because it forces the player to move about carefully and slowly, but it may also be an unwitting ally as it will viciously clobber other monsters that might mean you harm... as long as you can resist the urge to chicken out an run for it.

I tend to think of it as something large and hulking, causing the screen to shake a little from each thumping footstep when it gets close enough. Three huge cataracted eyes slowly swivel every which way, indicating to the player where it is "looking." The eyeballs should probably emit a bit of light,0 like a flashlight, clearly illuminating the monster's field of vision so the player knows when it is "safe" to move and when they need to hold still.

Has a chance to drop one of its eyeballs on death, which can be used like a flash light for a short time, and if directed at another eyeball monster, fools it into thinking the player is one of them. Maybe good for just 10 or 15 seconds; long enough to get past one of them, or two if you are quick.
Now this I like!

Darkwood needs to be filled with unique monsters such as this. Every different creature needs to have their own little personality. Something that we can identify each creature by, even without knowing their names. I think the concept of this creature being docile until provoked is something Darkwood needs more of. I imagine this as some putrid looking hunchback behemoth, not too much taller than the player but certainly meatier and wider. The concept of walking into a house and finding this thing either blundering around blindly or sitting asleep would cause a series of questions flooding through the player.

That's the sort of creature diversity I want in Darkwood.

I want to first think: "What the hell is this thing?"
"What is it doing here?"
"How do I get away from it!"
The artist currently known as Crumpdaddy

Bandwagonman
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Re: Ideas for interesting monsters

Post by Bandwagonman » Wed Aug 06, 2014 5:34 am

This idea does not require the thing to be a monster, but it very well could be.
An object/being/etc. that, if the player's FOV lands on it, Meat will slowly and unconciously "focus" on it. This means that the range of the FOV would shrink until it is only wide enough to encompass this entity and it alone (barring some few degrees for balancing purposes). In addition to this, it could even be made so that the player would have to struggle to move Meat's FOV away from the entity.
It would be something the player would have to conciously avoid looking at for too long.
Now, imagine what could be so alluring as to cause this. Like a train-wreck you can't look away from.

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Sercullhor
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Re: Ideas for interesting monsters

Post by Sercullhor » Thu Aug 07, 2014 4:56 am

A creature that invades the player's dream, altering the positioning of key items, monsters and also making dream-death real. After several thwarted attempts on your life in the dream world, the creature will attack you at nighttime in it's true form: a tall skeleton wearing druid-esque clothing with the skull of an elk as a head and a dream-catcher in it's mouth. Just think that doing the same thing repeatedly in dream sequences will probably get boring for the seasoned player and this could add some spice.

Survivor, a plague victim just like you! Random high-quality weapons, better starting stats and a map of some good locations as a drop(including his hideout?). Not aggressive on sight and often caught foraging for resources because just like you he's a rat trying to survive. Should have some interesting dialogue, like maybe begging for his life and running when he is dying or saying stuff like "I know you" or "why do this?" that drops hints about the MC's past. The map as loot because there are obscure locations in weird positions that make it hard to find without getting lost and gives a good incentive for killing him throughout all stages of the game.

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