View Full Version : Dear Daughter [Horror Project]

06-07-2011, 05:09 AM
Dear Daughter
Genre: Survival-Horror, Point-and-click (NOT move pack (though i'm not opposed to publishing a move version later))

Plot: As a single, working father, you don't really get to spend much time with your child, but this day was supposed to be different. You were supposed to spend the entire day with your daughter who had been looking forward to it for months but you got stuck with your job at the police station. You write one of the many letters to your daughter that you will give to her when she is grown up and then your shift is over. You start driving home and there's a camera switch between the car and your house/mansion which has eerie fog around it. You enter the house and the door closes behind you. [END INTRO]

The camera examines the foyer and then you are free to explore (certain areas) until you encounter one of the ghosts in which case you enter a chase scene where you must hide like every chase scene. Once you are hidden and the ghost is gone, every room becomes accessible (26 rooms on first floor though some rooms need a key). The story branches from here into 3 main paths, each one with a different explanation for what is going on (though all but one have the same events prior to the night). Each floor will have you contribute to one of the endings (only way to progress) though there are more than three endings (some are secret and one is really hard to realize you are contributing to it. Overall there are 10 (definitely at least, i need to check my sheet if im missing one) endings (though 3 have variations that count as separate endings). That's all i can really give away without spoiling something in the level :P

Fear gauge: Double functions as health and speed controller. When it goes down, health decreases (cursor turns orange and red) and speed increases.
Cursor: Changes on fear gauge and function (when over an intractable object it changes to a green triangle, over door is a brown square, etc.)
Hiding spots: You hide in them to avoid your pursuer.
Light: Follows you and can help you see where you are :D

1 player
I will add more as i go along

Original post:

Well, this is a project i thought of a while ago whenever LBP2 was announced. I didn't really plan much but i did make a little sketch of a title and it showed the main idea of the plot. Anyways, a few days ago i found that drawing and decided to go through with the plan but with much more direction than before. Now I have a plot thought out (pretty much, just need to fit it into a cinematic style) and a gameplay genre locked in. To sort my ideas out on this post I'll put them into categories.


A very simple plot is used in this project. A father (Main character) promised his daughter a day just between the two of them. They had been planning this day for many weeks when suddenly the dad has to stay late for work on that day. The opening scene starts with him writing to his daughter beginning with the words 'dear... daughter' (hence the title). While he is writing this letter it flashes between him and the mansion at which they live (and the daughter currently is located at) which appears to having a strange paranormal event happening to it. The father is unaware and goes home and enters the house and that is where the opening movie stops and the menu pops up.[/INDENT]

So basically it's a ghost story but it actually has a background story and you figure out why the house is being haunted.


This gameplay is inspired by (pretty much the same as) Clock Tower. It is a point-and-click horror-survival game where you must search the mansion for clues while avoiding your pursuers. There are a few cursors which you will have to know what they mean. The shape represents what you push to use the function. NOTE: This is an exploration game. There are many rooms to explore on each floor (all different) and each with it's own eerie feel to it. Due to the fact it is a mansion it is recommended that you remember where each room is. Or you can just randomly walk around hoping you're going the right direction :D

[INDENT] A tan square means that your cursor is over a passage to another area of the mansion. You push square to use the passage.

A red cross means you are performing an action that can be cancelled. Push 'x' or cross to cancel.

A purple triangle means that your cursor is over a spot where you may hide from your pursuer(s). Push triangle to hide.

A green triangle means that your cursor is over a spot where you can examine/interact (with) something. Push triangle to examine/interact.

Your regular cursor is green/orange/red cursor which simply shows where your cursor is located. Push 'x' or cross to walk/run. The color of the cursor represents how frightened you are. Green means you're calm, orange means scared, and red means you are about to lose control. These colors are determined by an off-screen fear gauge which determines how fast you run/walk, your cursors color and a few other things.

A spinning circle means that you are in a situation which requires adrenaline. Push the adrenaline button (o) repeatedly to get out of that situation safely. If you push the adrenaline button when not in a dire situation then you will become more panicked.


Fear Gauge: A gauge that determines how panicked you are. Also determines your movement speed. Gauge doesn't show oncreen but there are ways to know how panicked you are.

Health bar?: Not sure whether or not to add this. If i do it will be offscreen and override the cursor colors. when completely depleted you fall down until it is at least 25% full. Goes down after running for a long time and also with close encounters to your pursuers. Feedback would help! :D

Adrenaline: Basically it's the fear gauge.

Hiding Spots: These are rather complicated. Each spot has its own percentage of which you pursuer will find you. The more you hide in that spot, the more likely you'll get caught. Also if a pursuer sees you getting into a hiding spot then the percentage will go up. Not sure if percentage will go down probably not since you'll move to the next floor before you get caught in ALL the hiding spots.

Hiding: Hiding is the only way to make your pursuer(s) despawn on the first and second floor of the mansion. The third floor is where the pursuer(s) wander around without despawing! :P

Fumbling: This is whenever you get into a situation where you must be precise. The cursor will go away and either R2 and L2 will apear (in which you must alternate between pushing those buttons quickly) or a bar and buttons scrolling (in which you must push the buttons as they go over the bar)

Light: There is a light that follows you (Spotlight over you) that is used to create effects. While hiding the light gets dimmer. While being chased it flickers and some more stuff too.
There's more but I'm to tired to type the rest without messing up.

The cutscenes will have voice acting.
It will be only 1-player.
Feedback is appreciated.
I will post pictures as i go along.
It's like Hide 'n Seek but when you lose, you die :P

06-07-2011, 05:19 AM
Sounds quite a lot like Amnesia (well, some parts). Great idea. I imagine you could make this incredibly horrifying. I'd love to see that done, but not sure how great of a response other players might have.

06-07-2011, 05:38 AM
Day 1:

made mansion (not how it looked on day one)

Day 2:



Made Police station (not the character)

Day 3:

Made the main character


Made the light (not the light effects


Made the cursors (note the circles spin)


Made a nice little playtesting area!

06-07-2011, 05:38 AM
Never played it but i heard it was scary, but that's really all.

06-07-2011, 11:32 PM
Okay so everyone i made a rather stupid mistake and spent the whole day (like 3 hours) making a moving system that is flawed as if you are in a panicked state you go a little over where you clicked. HOWEVER, I realize now there is a simpler way to do this by making the x-axis marker have a tag on it and simply put the action command as follow. Right now it is set so that it gives a direction to walk in (left or right) then activates a tag to the side which the character follows. The character then gets a stop command at the x-axis marker but the velocity in a panicked state sends him slightly further. Now i realize both have downsides (the simpler one makes you get a little slower as you get close to where your headed, while the other doesn't really slow you down at all but sends you a little over the marker ONLY when panicked. So I need feedback as to which system is made as the one where it goes over is already made and the other is not but I'm not sure which consequence is better.
I decided i think i will just go with the more complicate one as it feels better to control.

06-08-2011, 01:36 AM
The slowing down as you approach sounds better IMO. Would feel more like you're actually moving around, rather than just on a rail going from place to place. It depends on how it looks though, and most importantly, what you like more.

Also, if you haven't already, write out everything yo plan on doing, and consider how it will all interact. I've saved days of headaches by simple realizing that a setup I had initially planned on using wouldn't work for __X__ component.

I had worked on my space level for about 2 months (on and off during that time) and got pretty much nowhere since every time I tried to add things, I would have to go back and edit everything else to work with it. Last week, I decided to restart the project, but this time with a better plan. In 5 hours I accomplished more than I did in those 2 months. I've only had to remake 1 thing this time, and that was because I simply found a less complex method.

06-08-2011, 02:13 AM
Most times I would agree 100% with that but due to the fact that I'm working with emitters (since a lot of stuff is emitted logic) and i suck at planning emitters, I really can't, otherwise it turns out to run really chunky instead of smoothly. Also I'm still decing on what method of walking but im leaning towards the first one as it doesn't change based on where i place the blocks and it works better if for any reason i need to put a slope in a room since it won't stop at the bottom of the slope instead moving to the correct x value.
I could always switch if i need to

06-08-2011, 12:04 PM
As for a health bar, I am a fan of the gears of war/amnesia style health system where the camera becomes distorted, and the color fades out as you take on damage, and resting restores it. At least thisworks well in a game like the one you want to make. You can use layered holo and stickers to make a red ring around the screen of blood spackle and veins that will get more intense as you take damage, but dims and fades as you rest.

06-10-2011, 02:33 AM
that seems like it would work and i feel i willprobably do something like this as i was afraid that it would put too much stress on the player with an extra thing to watch out for but I think i like the idea of having the player stressed making them wary of every hallway and every time the music makes a change.

06-14-2011, 04:58 AM
Made most of the foyer and put down some other ideas for rooms on paper. Gonna see what works best.

06-24-2011, 07:21 AM
Heres a video on the project. Note the minigame is just the mechanics not what will actually be in the game and this is probably the least unique minigame i have planned for the projects and i promise that the other minigames will be more unique and creative. Just need to keep the ideas flowing and this little game ive always liked. So heres the video.


06-25-2011, 06:41 PM
If need be, i do enjoy creating horror and if you need any help, i'm your man (:

06-26-2011, 06:19 AM
Thanks for the offer but at the moment I don't need any help but i will let you know if i do at any time

07-26-2011, 10:55 PM
Okay, this project is very much still alive... I just kind of forgot about this thread and i had stopped updating it (my bad) so here are some pics of some rooms i have made (it's all that i made it's just what was alreeady on my phone) these rooms are all on the first floor
Study closet
A really blurry hallway without the lighting in the proper format
The mouse borders
Library room 2
A really out-of-date picture of the study
Power Room with improper lighting
An almost up-to-date foyer
wine cellar
Dining Room
interact point logic (for two cameras)
The Reading Room (hmmmm odd looking bookshelf eh?)
And last but certainly not least (thermo wise) the library room 1
NOTE: Almost all of these photos are out of date but the rooms have nly changed slightly whether it be lighting or whatever
Not shown but made i think are (just naming them off of the top of my head)
Kitchen, Safe room, Tv room, and a few miscellaneous rooms

07-26-2011, 11:51 PM
fyi dear daughter is the name of a popular snl skit so you might want to change the name to "dear (name of girl)", considering how thats what a father would probably say anyways.

07-27-2011, 12:46 AM
Oh, well thanks for the heads up, but i think i will keep the title as it wouldn't have the same feel if i added a name instead of daughter

07-28-2011, 06:26 AM
Here are all the pics i took today (they are clearer and added 2 rooms i believe)
So there they are forgot to take a pic of the reading room but thats what the look like in preview. Some rooms are partially funtional play wise but it still needs a lot of work

07-28-2011, 06:34 AM
One thing I'd like to suggest. Could you add random flashes of light to simulate lightning? I think it'd be cool, and since the rooms are quite dark, some short flashes where you can see everything could help.

You could even make something of the flashes. In some room it could be completely dark, and only the flashes alert you of the things in the room. Could be made very exciting when there's an enemy :p.

They look great btw.

07-28-2011, 07:42 PM
thanks and thats a really good idea, definitely will take that into consideration since right now i only have windows lighting up but i do like that idea too.
Edit: Dont forget the character also has a light though so it wont be as dark and youll see more when yuo are close to an object

07-28-2011, 07:45 PM
Oh, and for the character lying in the chair. You could put them in a dcs turned spun to make it as if they are actually lying/sitting in it, rather than, well, floating above it like shown.

07-29-2011, 03:05 AM
oh wow i cannot believe i didn't think of that. i feel incredibly stupid right now... still would have to be disconnected just to a holo material because if you see her elsewhere she won't appear like that.

07-29-2011, 09:11 PM
turns out its dear sister so yeah i wouldnt worry/change it, not that you were going to

01-12-2012, 03:55 AM
Sorry for the long absence! My ps3 was broken for a bit and i havent really found time to create my level but there is good news :D! First floor visuals are completely done! thermo seems to be accepting it and the cursor mechanics are coming along smoothly (smoothly but slowly as i have to make each camera have an outline of holo for the screen and each interaction point has to be plotted for each camera. Total of 27 rooms (26 freely accessible) pics should come soon!

07-21-2012, 05:38 AM
Okay, so I came back to this level in my moon and realized how i completely deserted it, but with no reason besides how much more I had to do compared to how much I already had done. With this knowledge, i came to the conclusion that this level is almost never going to get done alone. That is why I have 3 options:
1. Continue occasionally working on this, getting down everytime I see how much more i have to do by myself.
2. Give up
or preferably
3. Get people to help me

So I decided to go with #3 as I would hate to have this level go to waste after hours of hard work. See the first post in this thread for info on how you can join in the development. Unfortunately I am rather picky with this level so I will be looking for a certain style of creators, not necessarily skills as those can be taught, style on the otherhand cannot be.

07-21-2012, 07:39 AM
I Can help with Advanced Logic Sequence Logic

07-21-2012, 08:04 AM
Cool! I'm adding you as a friend and I will get in contact to work out times and whatnot :D
I'm putting you under sequence but the two categories kind of mix except that advanced logic works on longer parts of logic (enemy chasing) while sequencers work on a lot of different logic pieces (cutscenes, etc)
But for now, Time for bed :P!

07-21-2012, 09:05 AM
You probably gonna need ingame music...?
I have some very interesting horror sounds for another RPG project but that is all MP3.
IF you have a way to transfer it to LBP without losing quality, I can help you out.
Sadly I do not use the ingame music creator as it is a PAIN in the *** if you are used to DAW (digital audio workstations) like Fruityloops and Ableton. Still if you need help, just let me know as I am always in for cool projects like these ;).

07-21-2012, 10:37 AM
Well to be honest I am pretty good at both aspects, Luckily your not looking for design, cause I suck at that :P

07-21-2012, 04:29 PM
@CarfDarko - Unfortunately the music will all have to be in the music creator because it is the only way to keep music playing continuously. I would however like to hear what music you have in mind just to increase the amount of choices to choose from for this game. Plus there is definitely someone who can transfer music to LBP2 music creator (i don't know how they do it but they do.)
@Awesome_guy - Yea, design shouldn't be a problem since my friend and I tend to do that where she draws the thing on paper, then I make it in LBP. This works for everything but the rooms which I just experiment with until they turn out.

Help Still Needed
See post 1