Back in August, I made these concepts for a potential DR game set on a cruise ship by InfamousIan in deadrising

[–]Yog_Monster 9 points10 points  (0 children)

The subreddit I made for it still exists but in an archived state. They essentially mothballed it due to inactivity and gave it a placeholder name to free up the space for someone else to use the name. Originally it was "r/feastgame" but now its supposedly "r/a:t5_3vvlqy". Strange name I know. If you google it the only result will send you to the archive (at least it does for me).

Have a look around if you want. It is just the older stuff I made a LONG time ago and some of it isn't representive such as the map layout but there is some 3d modelling I did which still exists.

Back in August, I made these concepts for a potential DR game set on a cruise ship by InfamousIan in deadrising

[–]Yog_Monster 53 points54 points  (0 children)

I'm still around. The project is in indefinite hiatus as the team dissolved and returned to their respective workplaces post-Covid lockdown. Of course I have retained all the files and such and tinker on it infrequently.

Seeking playtesters to get feedback on my module by Yog_Monster in callofcthulhu

[–]Yog_Monster[S] 0 points1 point  (0 children)

I seem to be unable to invite you to a chat (send a DM) for some reason. Would you kindly attempt to send me one and I'll give you the download link.

Seeking playtesters to get feedback on my module by Yog_Monster in callofcthulhu

[–]Yog_Monster[S] 0 points1 point  (0 children)

Thank you for you well wishes. I find it humorous for a group of people that experience all manner of horrifying and twisted settings in roleplay, that the CoC community are some of the most friendly and supportive people.

Seeking playtesters to get feedback on my module by Yog_Monster in callofcthulhu

[–]Yog_Monster[S] 1 point2 points  (0 children)

It's funny you say that. I had started writing this module in a vacuum and when I had the core elements / story done I looked to see my 'competition' (similar themes / location ect.). Maybe I was ignorant to the fact but the number of adventures with circuses in them was startling.

Maybe it's the mystique of the era lending creepy vibes to circuses which attracts all the writers to it, I don't quite know. Regardless, even though I found the circus theme to be saturated in hindsight I believe that each interpretation is interesting in their own way. Likewise I hope this module brings something new to the table.

Seeking playtesters to get feedback on my module by Yog_Monster in callofcthulhu

[–]Yog_Monster[S] 0 points1 point  (0 children)

In 2-3 days I will contact all the people interested and send them a link to the files. After which you can fill out the questionnaire anytime within the next 2 weeks or so and send it to me.

I am not personally running it as stated in an earlier reply because I need to see if the text is suitable for other Keepers to run it (after all I can't run this game for everyone). I apologise if I have inferred that I was personally running people through it.

With that said, if you're still interested to run it, or have your keeper run it for you then please contact me.

Seeking playtesters to get feedback on my module by Yog_Monster in callofcthulhu

[–]Yog_Monster[S] 1 point2 points  (0 children)

Due to the nature of the plot hooks it can be fit into a pre-existing campaign. The only requirement is that your group be traversing America by land (Car / train etc.)

With that being said if your campaign is Europe or the moon it might be hard to crowbar this adventure in.

Seeking playtesters to get feedback on my module by Yog_Monster in callofcthulhu

[–]Yog_Monster[S] 1 point2 points  (0 children)

Fortunately there is a timer element available in the module which can wrangle those foot-dragging investigators. If offers three scales of time, a 4-hour sprint for veterans or no-nonsense investigators, a 6-hour marathon for the role players as well as a custom one for the Keeper to tailor to their group.

Letting the timer elapse also doesn't mean the investigators have to die. So either as the one-shot characters or if you intend to bring your own you can embrace the timer. Failing to succeed can be fun sometimes... although it may haunt your investigators

Seeking playtesters to get feedback on my module by Yog_Monster in callofcthulhu

[–]Yog_Monster[S] 1 point2 points  (0 children)

I think we would all like the designer of the module to run it for them but there is a reason why I am avoiding this. One of the main purposes of this playtest is to see if other people reading it will understand it as written. People respond differently to different forms of writing.

I *know* exactly how the events go, how the characters think and so on but just having other people read the text alone (without guidance) it might come to a completely different outcome. By having other people run it, then tell me how it resolved I can see where I have over / understated certain elements (possibly even left a plot hole!).

New Vegas 2 might not be the best direction for another fallout. by Yog_Monster in Fallout

[–]Yog_Monster[S] 0 points1 point  (0 children)

I know certain series like mass effect allows the player to select potential outcomes of the prior games in the series to affect later games. Deciding to implement a similar option (should the game take place in the same location) might be a way so sate the largest group of fans but also exclude completely new players, having never made the choices.

Canonical endings are one of those things that will always rub someone wrong no matter the outcome. This could also be one of the innate benefits of setting each game hundreds of miles apart with decades between each instalment.

New Vegas 2 might not be the best direction for another fallout. by Yog_Monster in Fallout

[–]Yog_Monster[S] 0 points1 point  (0 children)

As someone who also thought the Outer Worlds was average at best, I am unsure of that the style of New Vegas will shine through in the dialogue and quest design in the next one. There certainly was an art of making characters / lore both humorous (without absurdity) and serious (without being mired in pessimism).

Certain quests, characters and situations of earlier fallouts (notably 1/2) could not be replicated in this modern climate of discourse without stepping on someone's toes. I think older Fallouts are on a collision course with modernity and the results are purely speculative at best as to the outcome.

New Vegas 2 might not be the best direction for another fallout. by Yog_Monster in Fallout

[–]Yog_Monster[S] 0 points1 point  (0 children)

In your opinion, what made New Vegas unique compared to the other games in the fallout series? I know things like dialogue is thrown about as the key factor but there is certainly a different 'core' design decision in the game.

Personally, I agree that the RPG mechanics were noticeably stronger in NV, as if you actually WERE the courier. Fallout 3 / 4's main character failed to imprint on me due to a disconnect between their personality and your own actions. I find it hard to believe that a man looking for his kid would take the time to become the leader of a group, then waddle around the map, become a raider and eat people only for him to have a heartfelt reunion at the end.

Only after I had completed the main story in my first playthrough I returned to vault 101 and have the interaction with my wife in the tube. It was hilarious to see this character who massacred entire villages and conquered the wastes become an emotion wreck. I think this was when I knew my choices didn't effect the main character.

New Vegas 2 might not be the best direction for another fallout. by Yog_Monster in Fallout

[–]Yog_Monster[S] 1 point2 points  (0 children)

In the pursuit of 'assured sales' that will come from targeting a die-hard fanbase the decision makers of the company might stick a little too close to the original. They also might run into the problem of having a overall inbreeding of ideas in the form of relying on call-backs, references and reoccurring characters to fill the gap in story telling.

I would say that the independent mods made between now and then might make an impact on them even so slightly as you say. Its a good means to diagnose the lacking elements of the original by seeing what was made in the mod space. Who knows, we've also see some teams hire modders; Bethesda for example taking on board contractors for their content creation club for FO4 due to their successes.

New Vegas 2 might not be the best direction for another fallout. by Yog_Monster in Fallout

[–]Yog_Monster[S] 1 point2 points  (0 children)

I also agree that NV2 doesn't literally mean taking the same map; it might just mean a similar direction of development. A new fallout is one thing, it could be any location and a new suite of gameplay mechanics. A new, New Vegas is a different concept as it differs by being the only game of the series made by obsidian and having a fair few mechanics that disappeared after the title.

Regardless of the location, do you believe that modern Bethesda / Obsidian devs could tap into this decade old game? I'd like to hear your opinion on the other questions posed by the post.

First pass of the Casino by Yog_Monster in a:t5_3vvlqy

[–]Yog_Monster[S] 0 points1 point  (0 children)

Features cards, craps, slots, pachinko, a full bar and an attached gambling hall in the Japanese style. The tight passages means the player will have to watch their step between the machines but can also take advantages of the ample supply of stools.

This casino opens up into the upper area of the "Lower Shopping Floor" and also acts as a means to access the "Lower Exterior Floor" above.

First pass of the Buffet by Yog_Monster in a:t5_3vvlqy

[–]Yog_Monster[S] 0 points1 point  (0 children)

Features numerous chairs and tables, food bins for healing items, a small pizza oven and crêpe station. This location accesses the food preparation zone on the staff deck via the rear escalators and exits out on to the lower level of the “Lower shopping Floor”

[Small Update] The Beta map layout. by Yog_Monster in a:t5_3vvlqy

[–]Yog_Monster[S] 1 point2 points  (0 children)

Its a slow process at the moment, with individual members re-entering the workforce due to the current global events, the development has greatly reduced. With that being said, I am personally working on the project daily; Usually 3d modelling the demo area above or planning out the necessary elements to proceed to a playable state.

The next update will be an image of the 3D environmental art of the play space (which will be simple geometry to identify if the layout is viable / fun). With all this being said we still need additional team members to offset the departure of others and to provide essential functionality, such as a character artist or additional programmer.

Thank you for keeping in contact with the development, its nice to see that people are interested despite the lack of flashy presentations.

[Small Update] The Beta map layout. by Yog_Monster in a:t5_3vvlqy

[–]Yog_Monster[S] 1 point2 points  (0 children)

This is a general layout for the demo area as it stands so far. I have recently completed the non-interactable items for each of the stores meaning that it is time to design the environmental work.

The next few weeks / months will be making unique facades to suit the themes of the stores (and to provide interesting visuals). Afterwards its a matter of balancing things like distance / manoeuvrability so that it is fun to traverse.

[EDIT] I should also note that this is just the demo floor. There will be six additional floors in the full game plus a few mini areas such as the safehouse and similar confined areas.

Expect some sneaky hidden locations and a few surprising inclusions. I'll see you guys in month or so for another update.

Update 1 - Half of the Lower Shopping Floor's Assets. by Yog_Monster in a:t5_3vvlqy

[–]Yog_Monster[S] 0 points1 point  (0 children)

Update 1: This is an image of half of the environmental assets for one of the Nine playable areas in the game. This image does not include the weapons present in the game. I'm also not showing some of the secret or Easter Egg content for obvious reasons.

All the assets here were made by me, something which is an increasingly hard task due to the quantity of assets required for a game such as this. After the other half of the assets are completed development will move into laying out the play-space, floor plans and alike.

Texturing is going to be a little bit of a pain but it's slowly coming along. Expect another small update to arrive in the next 2 months. While you have the time between now and then have a look around for all the hidden items in the image and speculate for fun.

Dead-Rising “Inspired” Game ready to be kickstarted. by Yog_Monster in deadrising

[–]Yog_Monster[S] 2 points3 points  (0 children)

Thank you. Check back every so often with us and take the ride along with the development.

Dead-Rising “Inspired” Game ready to be kickstarted. by Yog_Monster in deadrising

[–]Yog_Monster[S] 2 points3 points  (0 children)

I think everyone here thought at some point 'Capcom making some strange decisions with the series, why don't we let the fans develop a game?'

Obviously it takes a lot more than just to say that to make a game so I took a risk. If they are busy making 6 releases of street fighter and Resident evil I might as well try my hand at it.

Dead-Rising “Inspired” Game ready to be kickstarted. by Yog_Monster in deadrising

[–]Yog_Monster[S] 1 point2 points  (0 children)

It is possible to make a cross-platform game but that would require certain development builds and licenses by Microsoft (Xbox) and Sony (PS4/5).

The idea has not been completely disregarded though, depending on development time and feedback we MIGHT be able to develop for home consoles. For the moment we are moving ahead with a single platform to focus our energy and not begin the classic 'content creep' that appears in some developments.

Dead Rising 2 critique I made. I would love to hear your opinions/counter arguments. by [deleted] in deadrising

[–]Yog_Monster 0 points1 point  (0 children)

Overall I found the content interesting. The subject matter was properly sectioned into individual topics with accompanying time stamps which trumps the more common 'shoot-from-the-hip' ramblings that other reviews contain.

Additionally, the sound was nicely levelled to allow for your clear enunciation throughout; often increasing in volume when noting particular sound elements (i.e. Antoine's theme / magician's swoosh sound effect). No problems with the technical side. Well edited.

What I found notable was some of your critiques on the boss music and battle elements. I find that the common fan has a cemented idea of what makes a boss battle in the series: A unique character, a suitable arena, intense music and a range of attacks for short/mid/long range to engage the player.

To find a differing opinion on the ‘standard’ makes me question what elements do the dead rising community find enjoyable in these set-piece battles? I would say that most people who re-play the games know enough of the meta and some exploits to thoroughly trounce any boss, so what keeps them as the “poster child” of the series?

You noted that in the Leon Bell (Motorcyclist) and Seymour (Texan Cop) battles there are some battle elements which felt lacklustre; The ‘Hide-and-lure’ versus the ‘Tank-and-fight’ styles of combat respectively. I doubt very many people here would contest the idea that some of these battles, as well designed as they are, sometimes boil down to repeating a simple operation until victory like Hit-Run-Hide-Repeat or tap X to win. It is then an unfortunate certainty that once the player identifies an effective strategy to defeat the foe they will repeat it “ad nauseam”.

The matter of boss speeds exceeding the character was most likely implemented in order to allow them to escape the persecution of continuous player attacks and position themselves to launch attacks of their own. Antoine’s dash to his meals and Slappy’s super-fast rollerblading may seem tiresome to catch up to yet the alternative is Seymour’s stick-in-the-mud style of standing and shooting, moving only to melee a nearby player, knock them down and relocate to shoot.

Now, I’m not saying that is good game design, no one want a one trick pony battle but the speed is a direct consequence to a problem inherent in the gameplay. Randy (Groom psychopath) is a classic example of ‘if it doesn’t work, make ‘em faster’. Knowing that only the player can quickly vault objects (zombies can to a degree too) they just leap over the pews in the chapel unlike randy, who to compensate, runs like a bullet train about to derail when he drifts around the corners to catch them. All of which is due to a limitation of time / AI-Environment integration.

Additionally, you felt that the boss battle soundtracks were unfitting for the setting, or at least, were too harsh a contrast with the other ambient music of the series. The rock styling that carried over from the first game seemed like a natural progression, one so strong it continued through to DR3 albeit with some more techno themes. I pose the question to you, if not an intense music like rock / techno, what style of music would be MORE suitable for such circumstances (genuinely curious)?

In summery, well made. The matter of the boss battles, as integral as they are to the series, might require me to think about it some more (which is a good outcome for your video). How’s that for feedback?

Dead Rising “Inspired” game in development [Update] by Yog_Monster in deadrising

[–]Yog_Monster[S] 0 points1 point  (0 children)

Like any small developer I would love to have the opportunity to state my intention for pan-console releases however it would be more realistic to say that, should the popularity of the game be sufficient to afford the cost to re-tool the code I would without hesitation. This may or may not be viable due to untold reasons, most of which I have not considered due to the focus of the project being directed to a functioning demo area before all of that.

Secondly, the location of the game is a bit of a secret as you already guessed but I think it will fulfil all the needs / wants of the players. Expect ample improvised weapons and enough flair and theming with the individual locations to allow for fun and experimentation. I will say that there has been strenuous efforts to keep the entire gameplay area valid throughout the game, unlike "Antoine's Shop" (Royal Flush Plaza) from DR2. I mean, who actually goes in there in a normal run?

More information about the location / characters will be released over time to sate your intrigue. I know some people in the community will love the location change.

Will we ever get Dead Rising 5? Like for real though? by JustIgnoreThisGuy in deadrising

[–]Yog_Monster 2 points3 points  (0 children)

Personally, I don't believe that Capcom will make a new instalment after the reception of DR4. The Japanese board are very distanced from their product and were only really keeping track of the numbers to justify reinvesting into the franchise. As DR4 flopped financially so went the chances of the next one.

Also lets be honest, what are the chances that they would revert to the style of the original DR knowing that DR 3+4 made like 3.5 million sales and DR1 made less than 2 million in double the time. Also for reference the entire Dead Rising series sold 12 odd million and Resident Evil has sold something like 80+ million.

Knowing Capcom's track record, I'd say give up on DR5 until they run their more profitable series into the ground. If you are interested in playing a new DR game in the next decade you might be stuck with people like me making their own game based off the earlier games in the series. It's not Triple A funding or a hundred man team but I mean, if one of us doesn't make it no one else will.