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Slasher_Clone

The Blob and other B movie classics

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I’ll probably be adding other B movie ideas but first...

 

The Blob

I had a game idea I thought would be fun for the asymmetrical horror genre and since I have no where else to post it I’m just going to write it here. It isn’t fully fleshed out and I figure I can borrow the Friday set up to give you an idea. The one major departure is you’ll have to picture a small town map, I know we never got one and the distances between choke points will be shorter but it should be easy to picture. 

The opening scene can play out in a number of locations but I’ll use the Dr.’s office as the example. Basically a group of young adults are witness to the Blobs first kill, the twist being that it can be anyone of you. Rather than have a full on cut scene, I’d like to encourage the players to explore that first location till the Game randomly (or maybe not so randomly but in a way that happens behind the scenes like tickets) attacks one of them. Searching a drawer, looking in a closet or footlocker to find equipment you’re suddenly attacked but don’t worry you’re going to be the blob in about thirty seconds so it won’t really matter. You’re character will scream or maybe fall down and wither around, this gives the others a chance to see what’s happening or get out of dodge. 

They’re cars are right out front and they’re not broken or sabotaged at this point in the game, in fact the whole map is open to you literally as soon as someone is attacked. You don’t even have to go see them die/transform. While this is happening the Blob player is moved to the first layer of their map. It shows all the hidden paths that the Blob can take at this location to move between rooms ie. drains, pipes, vents, and into objects that are of sufficient size to conceal it. The drains lead to pipes systems and they’re highlighted when you switch between views, so after exiting your map for the first time you’ll see the pipe paths in this location. Some paths will be traversed with a prompt and be very quick first person trips that allow you to control the direction you’re traveling at each split in the path, hopefully this leads to players having to pay attention to the route to be efficient and end up were they want. Other paths like air vents (which come in different sizes) can be traversed without a prompt but they may be large enough to contain people or animals, possibly even traps. Some paths will take longer as you grow in size.

The Map

The map is bigger than any Friday map, but the goals aren’t the same, as survivors you’re not trying to escape... you’re trying to save the bot towns people. You can drive between locations and send people to a main location, be careful not to run them over because ever dead body is more potential mass for the Blob.

The Blob has to move to higher level of the map and find a route out of the first location, as players learn the map they’ll do this faster but early on it will be a bit of a slower process. To move around the map effectively as the Blob you’ll want to discover as many locations as possible and highlight exits at specific points ie. manhole covers, sewer drains, and any other paths you find. By highlighting things later in the match you’ll be able to quick travel to points that let you attack larger groups or cut people off. 

I imagine there will be some counter play with a player monitoring the sewers or traps being deployed. I think using the militaries tech in the late game will be an option. 

Time Limit

I figure a match will actually be divided into three sections, each no more than 20 minutes in length and possibly as short as about 2 minutes. In each section one side or the other will get the advantage, earlier in the match hunting the small half a man sized Blob is easy, but if that doesn’t go well the balance of power switches to the Blob. If the Blob simply leaves to go eat bots, there’s not a lot you can do but follow. If you can find it at that second location and lock it down, it might not get big enough to trigger the second stage and to be able to kill you easily. While small the Blob is weak against fire as well as cold, by the second stage it’s gained some fire immunity but is still weak to cold.

Something Different - a short interlude 

The idea for the Blob as a bad guy was inspired by a dumb article I read, while I thought the premise of said article was dumb it did get me thinking. A game can be made or broken by the level of control the player has over his avatar, how responsive it is or just how well it moves around the environment. With an avatar like the Blob, the rules might be a bit different, it might not be a matter of being responsive, it might be a matter of communicating effectively with the other parts of the Blob. Sorry, I’m not explaining this well. Let’s try again.

At the start of the Match one player is selected to be the Blob, and they can eat bots to get bigger... but what happens if they eat a player? What if that player gained control of part of the Blob? What if you had to work together to move fast but could also have more attacks, as each person could make a tendril to grab with? 

I think this could be really interesting but I think we could take it one step further by asking the obvious. What if you don’t want to be a Blob with that random? What if there was more than one?

This is what I figured, being a collective should make you much harder to kill and shift the balance of power so the survivor players have to flee and try to set large traps for you. But you should also have the option to pull the Blob in two and be independent killers. Basically one would simply grab a tendril hold and wrench itself away (this would be a command, if you grab normally eventually you slip as the mass pulls you in the direction of travel). It should be doable regardless of wether the other player wants to be combined, they can always go eat bots and get their mass back if that’s the problem. I think it would be fun trying to follow or lead a collective of 4 or 5 people who are all trying to get those kills for themselves. You’re a team but also competing for XP. 

 

The Blob Stages

1. Baby Blob, hand sized bunch of goop. Normally A.I. Controlled but could have its own mode or intro.

2. Small Blob, Has eaten at least one person, starts off half the size of a person and grows by half a size per person eaten. Animals are worth less mass. But it works out to about half each meal. A person takes time to fully eat, about thirty seconds and eating can be interrupted.

3. Medium Blob, Has eaten enough people and animals that it can no longer conceal itself in a car. This stage can also reflect having two PC’s in control of it. As you have to be at least Med. size to split.

4. Large Blob, can cover ceilings and phone booths with ease. It’s very hard to reach this stage without starting to eat other players. Moving becomes difficult as your whole mass no longer is working in perfect conjunction. You literally hold yourself back, and collapse if you rise to high in the air. 

5. Giant Blob, you can now rupture sewers and attack whole groups of armed people. Getting to this point is a group effort! 5 or 6 PC’s are needed to be working together to move at full speed. You can now kill a whole car in one mighty wave, devouring all within. At this point you spend almost no time digesting, you just keep coming. 

 

Ok, that’s enough for now. I’ll probably right more later. If you have any feedback, I look forward to reading it.

PS. Sorry if this lands in the wrong section of the forums, it’s always a gamble with my iPad.

 

Edit...

Time to continue recording my thoughts, they’re not in any particular order as I was mostly jotting down notes at work... enjoy.

Health and Damage - The Blob and the humans will have different health systems. Humans have a total number of hit points (Hp), where as the Blob will have variable Hp based on size and some types will only be temporary damage. The Blob can also regenerate by eating bots or players as some of it’s mass is health, damaging it can reduce its size. Size will effect speed, especially speed over obstacles and the speed of destroying barricades. 

Healing for human players will actually be more like ‘bracing’, you temporarily remove penalties that have incurred through damage. Bandages can be applied but could also be destroyed by the Blob returning the player to a damaged state. I’d like to include pain killers that help with the damage but also make it harder to tell when you’re getting hurt. This could be done by messing with the health bar graphic and doesn’t need to be developed here and now. As I picture players escaping from the Blob and taking damage, then bandaging but possibly losing those bandages the next time you’re attacked making it a back and forth. 

Types of weapons and damage. I picture the early weapons as being found or made, with more powerful weapons being available as you progress the match through its stages. So powerful weapons won’t unlock till the very end but may not be very effective against the Blob ie. guns. I’d still include them as I picture this game expanding in scope as time goes by. I’d like to have a scrap system that uses workbenches, the scrap is for filling in the blanks in any recipe, simple items should be craft able anywhere.

Sprays - flammable one handed sprays with a heat source or two handed CO2 extinguishers, these are the most plentiful and useful of the items. Quick saves will depend on targeting the tendrils with either a spray or a melee weapon, something’s will require more strikes to cause a release. Ie. hair spray, WD40, chemical extinguishers both small one handed and two handed, like the silver CO2 extinguishers.

Fire Sources - disposable lighters, Zippo, flare, acetylene torch. Possibly other DLC things like plasma guns, cattle prods or old fashioned blowtorches. Used in conjunction with the above sprays and you have some great improvised weapons. 

Melee - Is actually two fold as it covers the items you’ll be using to physical trick at the tendrils and the items you’ll use to break through doors, locks and barricades. Garden tools of all kinds but with roughly the same motion, crowbars, axes of different types and of course the classic machete. These weapons will be less useful than others but may just add to the feeling of being in a complete world. Even if they’re not useful people feel better when they have a weapon and besides without one you have no chance to save someone. 

Guns - While even less effective than Melee weapons at a certain point they may just buy you the time you need. I have a rather large list of types of guns I’d like and they are going to be set dressing anyway so may as well be useable. Revolver, automatic pistols, sawed off shotgun, pump, SMG, hunting rifle and even assault rifles. DLC - tranquilizer guns, paintball and other fun things should be on the list too. Finally the mother of all end game weapons, the LAW. These should be available in the last third of the match. 

Be back tomorrow with more, thanks for reading... and I’m back

 

Barricading/Obstacles 

You may not think barricading will be as useful against an enemy that can simply push through it, either flowing around or smashing it with its mass but it slows it down and every second might count. Different types of barricades and obstacles will exist in the world, you’ll have to find and make use of them. Be careful though as they can slow people on your team as well. I figure we can use a vault system similar to Dbd and expand it to include things like a risk of falling if you’re going full tilt.

To use a tipped over shelving unit covered in boxes as an example, the humans will probably leap right over. The Blob at a smaller size will push the boxes on the floor out of its way as it passes under the shelf at larger sizes it will happen faster. With its attack power it will rise up and smash down on the shelf, once big enough it can take on non-Newtonian properties, becoming more solid as it applies force. The boxes should be obstacles themselves and after being pushed out from under the shelf become a speed trap that either slows the human approaching from the box side or a stumble hazard when you’re jumping over the shelf. The size of the Blob will determine how many hits it takes to break a shelf permanently, but using the Wave power the Blob will cut the time in half, so you may pass over the same shelf multiple times before destroying it if you’re still small. I figure some things will have higher slow downs, like a heavily loaded shelf where as something like pallets will be useful against only med to large Blobs.

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You've got some interesting ideas here @Slasher_Clone. I haven't given much though to B movies as of late, but I feel there's a potential market for games based on them. You're giving me a reason to start a third notebook on game ideas. The first being tied to the big slasher franchises, and the second being a collection ideas for a few MMORPGs I've been tinkering with. I'll give it a little thought and get back to you.

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I@Slasher_Clone great ideas I love the Blob and the potential for a killer game is definitely here! I like the ideas of working together to maximize using the giant sized blob.

on a side note scream factory has acquired the rights for a new blu Ray release this October of the 1988 film looking Forward to that.... I missed out the last time it was on blu Ray and it has become quite expensive.

@Fair Play I am looking forward to those ideas as well.

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1 hour ago, OCT 31 1978 said:

I@Slasher_Clone great ideas I love the Blob and the potential for a killer game is definitely here! I like the ideas of working together to maximize using the giant sized blob.

on a side note scream factory has acquired the rights for a new blu Ray release this October of the 1988 film looking Forward to that.... I missed out the last time it was on blu Ray and it has become quite expensive.

@Fair Play I am looking forward to those ideas as well.

I'm looking forward to the upcoming Blu Ray edition of the movie.

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Thanks guys, just trying to think a bit outside the box. I always thought B movies and slashers shared a common ancestor in the universal monster movies from the 30’s and 40’s. 

I’m very excited to get a copy of the remake for my collection, already have the original and it’s one of the reasons I’ve been toying with this idea more over the last week or so @OCT 31 1978.

I think I’m on to something with the balance of power and stages of a match. I’m still trying to turn it all over in my head and see what shakes out. I think allowing the dead PC’s a way to continue playing will allow matches to be longer and more intense. Getting all the way to a full sized Blob shouldn’t be a given but if you do it, it will probably be down to team work. 

@Fair Play, I’ve toyed with doing other B movie classics, I think I’ll probably write up Ants, specifically giant ants next. Maybe Spiders, I’m not a hundred percent yet, I still have a few more things to write out for the Blob idea. 

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1 hour ago, Slasher_Clone said:

, I’ve toyed with doing other B movie classics, I think I’ll probably write up Ants, specifically giant ants next. Maybe Spiders, I’m not a hundred percent yet, I still have a few more things to write out for the Blob idea. 

I've been pondering a series of game ideas that would use the dynamic of a shift of focus as players died, from the players as survivors, to the players as the antagonistic element. I'd like to see what you come up with for Ants or Spiders.

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Going to put this down here so it isn’t just it the jumble above, hopefully I’ll expand it as we go. I haven’t worked out the powers in exact detail and have only a few rough ideas about some.

The Blobs Attacks, Powers and Map

Tendril - Each player that becomes apart of the Blob can create a tendril to interact with its environment and make grab attacks with. It also can increase movement speed as it’s quicker to move up the tendril than to simply slide along the ground. You can also pull human players to you once you have sufficient mass to justify it. Tendrils inflict burn damage on the target of the attack at the location touched, meaning if you wrist or leg is grabbed that’s where you’ll take the damage bandages are destroyed if you have them on that location. This means even if you’re healed up and on pain killers if the Blob grabs you again the damage may return. 

Charge/Wave - This is the primary attack power for overwhelming and obstacle or person. With this power you can make a quick dash by compressing your mass upwards and lunging into a fall in one direction. This allows you to beat down doors or obstacles in your path and also try to cover a player or bot your intending to eat. You have to completely cover a player to digest them however once you do however they’re dead, you can be driven off the body before finishing eating but they don’t get to come back. They’re going to try and waste this power on barricades and I think only the primary Blob can trigger it. 

Dangerous Residue - Allows the Blob to shed some weight if needed, this extra mass is still dangerous and can be used as a trap. As the Blob grows in size it can become unwieldy to move around and launch attacks, this could make it impossible to catch some players. So if the Blob does get too large or is willing to sacrifice some hard earned size to cover a vent, hall or ceiling with some of it’s self, who are we to say no. This can only be done at close to full size at each stage, not whenever it’s needed. The residue will cause mild burn to exposed flesh and destroy gear/cloths if not neutralized with baking soda. 

Husk - Allows the Blob to hollow a person out creating a trap for players to trigger, requirements include a bot so this might be a triggered event not a power. It’s a common enough event in these types of movies that I’d like it included. Even if it isn’t a huge advantage.

 

Map - As said above I think the Blobs map will have different layers. The first layer is the building around them or location they’re in, above that is the map of the town, that’s accessed by connections to the smaller map on the first layer. The smallest routes disappear as you become larger and are replaced with new larger routes like the sewers. This means you’ll need to pay attention to your mass as it effects your ability to travel to specific locations. You might need to bulk up to cross the map and shed weight after.

The last layer of the map screen is actually in the Blob. I think after you get to sufficient size, you may gain the ability to carry things within you and you may want to see which Players are controlling which parts of you. There’s other things but I’m failing to describe it well. I imagine the Blob can choose some things while a match is in progress, maybe switch who has primary control of the Blob or give various powers or jobs to specific members of the collective. One member might choose to stay in this screen and shift health and resources between different parts of the Blob, while getting a high third person perspective of what they’re team mates are doing in the match or maybe seeing all their perspectives in a wrap around the top. I know there’s a way to make being ‘the guy at the desk’ fun maybe with this set up you’ll feel like you’re part of the action and having a real impact. 

 

If anyone one has any suggestions for other powers I’d love to hear them, not going to lie this is hard work. The Blob is so different from a Slasher.

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The Blod would probably be good for a "fort defense" kind of game. You have a time limit to prepare for the Blog's arrival and have to stave off the blob once it gets there with various tools at your disposal. Or maybe a resident evil style survival horror game.

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14 hours ago, VoorheesAJollyGoodFellow said:

The Blod would probably be good for a "fort defense" kind of game. You have a time limit to prepare for the Blog's arrival and have to stave off the blob once it gets there with various tools at your disposal. Or maybe a resident evil style survival horror game.

I figure most of the second portion of the match will play like a defence game as the Blob tries to either acquire more players to their side or as a group of players tries to confine and kill the Blob while they still can ‘easily’. Hopefully this will give the greatest amount of different types of games. I have more to write on it, just haven’t found the time.

While I would jump all over a RE style game, or even the tower defence I find, I like modern online gaming it’s more appealing to me at this point than one and done’s. There’s something about competing against other thinking minds that makes it more fun.

I think a game that’s willing to be a setting and give players a wide variety of experience will win the asymmetrical horror crown. It think starting with a property like the Blob would be poetic and more than a little funny. A small town can have a Slasher story or a monster hunt. It can grow with dlc and isn’t limited to just one type of match. There’s an opinion that if you have to many options, a game won’t have enough players to fill lobbies, I don’t think this is true. I think you could give them choices and they will play. Before I get any farther down this particular rabbit hole or start ranting, I wanted to say thank you for the bump. I don’t know why I have such a hard time getting honest feedback and appreciate it when I do. 

That RE idea is pretty good, it would be interesting for sure.

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1 hour ago, Slasher_Clone said:

I figure most of the second portion of the match will play like a defence game as the Blob tries to either acquire more players to their side or as a group of players tries to confine and kill the Blob while they still can ‘easily’. Hopefully this will give the greatest amount of different types of games. I have more to write on it, just haven’t found the time.

While I would jump all over a RE style game, or even the tower defence I find, I like modern online gaming it’s more appealing to me at this point than one and done’s. There’s something about competing against other thinking minds that makes it more fun.

I think a game that’s willing to be a setting and give players a wide variety of experience will win the asymmetrical horror crown. It think starting with a property like the Blob would be poetic and more than a little funny. A small town can have a Slasher story or a monster hunt. It can grow with dlc and isn’t limited to just one type of match. There’s an opinion that if you have to many options, a game won’t have enough players to fill lobbies, I don’t think this is true. I think you could give them choices and they will play. Before I get any farther down this particular rabbit hole or start ranting, I wanted to say thank you for the bump. I don’t know why I have such a hard time getting honest feedback and appreciate it when I do. 

That RE idea is pretty good, it would be interesting for sure.

I personally enjoy "tower defense" style games. Preparing for the inevitable attack, and holding your ground as best you can always excites me.

Players becoming part of the Blob kinda reminds me of some stuff in the good ol' notebook. Two or three of the slasher games I'm pondering could use a similar dynamic.

I do agree that if you give players multiple good choices, all of them will be well-received, and those lobbies would be easily filled.

As far as honest feedback, you know of those of us who will give that to you. The more you discuss this, the more I could see it become a thing in time.

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13 hours ago, Slasher_Clone said:

I figure most of the second portion of the match will play like a defence game as the Blob tries to either acquire more players to their side or as a group of players tries to confine and kill the Blob while they still can ‘easily’. Hopefully this will give the greatest amount of different types of games. I have more to write on it, just haven’t found the time.

While I would jump all over a RE style game, or even the tower defence I find, I like modern online gaming it’s more appealing to me at this point than one and done’s. There’s something about competing against other thinking minds that makes it more fun.

I think a game that’s willing to be a setting and give players a wide variety of experience will win the asymmetrical horror crown. It think starting with a property like the Blob would be poetic and more than a little funny. A small town can have a Slasher story or a monster hunt. It can grow with dlc and isn’t limited to just one type of match. There’s an opinion that if you have to many options, a game won’t have enough players to fill lobbies, I don’t think this is true. I think you could give them choices and they will play. Before I get any farther down this particular rabbit hole or start ranting, I wanted to say thank you for the bump. I don’t know why I have such a hard time getting honest feedback and appreciate it when I do. 

That RE idea is pretty good, it would be interesting for sure.

Maybe the Blob is a player and they gain mass and abilities as they absorb players. Can also be an AI like Left 4 Dead.

For the RE style I was thinking you have the main blob boss and smaller blobettes that can be temporarily defeated but you have to keep moving amd completing objectives because the frozen blobettes will eventually thaw and come after you again. Like a soft time limit aspect like RE2 remake's Mr. X.

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This is a great pitch for a game actually. You did some great job on this.

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I moved this discussion to a more appropriate location. Carry on.

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