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  • File : 1294163385.jpg-(198 KB, 1310x634, 1286934788777.jpg)
    198 KB Anonymous 01/04/11(Tue)12:49 No.13397365  
    Alright, so, some of you may already be aware of the /v/ "project" (read vapor ware) called PRESSURE. The idea is basically CoC (or Arkham Horror) but set in an underwater research facility where a group of scientists/researchers/engineers/other inhabitants must make their escape or save the colony from disaster. While originally this was planned as a video game I feel that it's nature would make it far more suitable as a tabletop or board game in the style of Arkham Horror. I will post the concept summary from the original project here.

    PRESSURE is a first-person underwater disaster/survival horror simulation, slated for a Q3 '09 release, that seeks to deliver a cinematic experience that is never played the same way twice.
    >> Anonymous 01/04/11(Tue)12:51 No.13397374
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    PRESSURE takes place in the deep-sea facility Belisarius, a secret zoological research lab over two miles beneath the surface of the Pacific Ocean. The game begins with the player going about business as usual in Belisarius until, inevitably, disaster strikes. The world of PRESSURE is inhabited by gargantuan underwater monsters lurking in the dark and murky waters around the lab, many of them large enough to devour a man in a single gulp. From whale-sized sharks to Lovecraftian horrors to bioluminescent serpents hundreds of times your size, the game's array of monsters is far more unsettling than most horror games can boast, and anyone with a fear of water and what lies beneath may have trouble playing this game in large sittings. After disaster hits the lab, the player must then utilize every resource at his disposal to stabilize or ward off the threat long enough to save the facility or make an escape, with any other survivors. Throughout the game, several fully-destructible areas will take realistic levels of damage and will increase the danger accordingly. The way in which the lab becomes damaged is not pre-determined, so depending on the circumstances you may have to deal with anything from small but dangerous leaks to explosive decompression and subsequent destruction of various chambers, blocking normal passage through the area. Your primary tools are simple weapons, ranging from deep-sea suits and harpoon guns to neutralizing chemical foams and shock grenades. Most of your weapons are ultimately useless against the bigger baddies, though, and in those situations your best bet is just to run, hide, or swim as fast as you possibly can.
    >> Anonymous 01/04/11(Tue)12:52 No.13397383
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    One of the game's two core design philosophies is change. The game is meant to be played multiple times, rather than most games which seek to deliver the majority of the content in a single playthrough. Some plays will be very short, some will take hours. And because the game is never quite the same on any two playthroughs, coming back for a second game is a much more appealing prospect. One of the most interesting differences is the way the game begins: the player has a choice of twelve different professions within the facility, including head of security, medic, electric engineer, and biological technician. These will affect not only your starting abilities (physical strength, stamina, weapon accuracy, capability with tools, etc), but also the tools and security clearance you start the game with, and where in the facility you'll begin play. A technician will have repair tools to help restore certain areas of the lab to limited functionality, but his skill with any kind of defensive weapon will be almost nonexistent. On the other hand, a security officer makes a tempting choice, with his firearm skill and good physical strength for moving obstacles and using nearby objects as improvised weapons, but his lack of skill makes some tasks more tedious and even potentially hazardous, in one example where a rookie squad member blew himself up using a highly-pressurized underwater welding kit.
    >> Anonymous 01/04/11(Tue)12:53 No.13397392
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    The disaster itself is also dynamic and randomized. In one example developers shared, the player, a diving and undersea demolitions expert, had just enough time to wake up from his bunk and step out the door to see a huge whale-sized creature crash headlong through a three-story glass window and flood the main area, resulting in a desperate dash for survival by not only the player but all the nearby staff, one of whom even shoved the player off a ladder in an attempt to scramble up past him. Yet developers also said that sometimes, the player might go about their daily routine for over fifteen minutes before any real danger arises. There are over 40 different tasks, some unique to the player's profession, some general-purpose, and over 100 objective locations. This helps raise an atmosphere of suspense and unease as the player finds himself wondering when disaster will finally hit. It also helps put the player in a variety of situations: the same disaster of sudden decompression plays out very differently when you're a scientist working with over lab specimens than when you're a mechanical engineer tightening bolts in the guts of the facility, surrounded by spewing steam and rattling pipes, or a diver welding with a tiny, flickering torch, back to the open sea in the cloudy darkness around the lab.
    >> Anonymous 01/04/11(Tue)12:54 No.13397403
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    Even the nature of the disaster is different each playthrough. Sometimes a gigantic sea monster will attack the facility directly, other times the danger is less immediate or obvious. Maybe a horrible beast is lurking in the darkness around the facility at night, devouring anyone who dares head into the water. Maybe the strange new aquatic lab specimens have broken free and are wreaking havoc from inside. On rare occasions, the developers said, the danger won't even involve sea monsters at all. A systems failure or explosion could cause plenty of damage to the facility without the need of humongous creatures. Then again, disasters can also strike multiple times, so just because you've started to seal a potentially-catastrophic leak doesn't mean you won't have a tentacled horror the size of the Eiffel Tower bearing down on you a few minutes later. Developers say there are over 120 possible "catastrophe events" that are dynamically combined or linked, and this doesn't even count the numerous dynamically-destructible areas, which can lead to flooding, gas leaks, oxygen depletion, explosive decompression, fires, lockdowns, electric hazards, and other life-threatening situations. You never know where you're going to be when disaster strikes, or what that disaster's going to be.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)12:54 No.13397404
    >Underwater disaster
    >Lovecraftian beast
    >Giant sea monster
    NOPE NOPE NOPE NOPE NOPE. Normal deep sea creatures is bad enough you don't need GIANT deep sea creatures.
    >> Anonymous 01/04/11(Tue)12:55 No.13397410
    >slated for a Q3 '09 release

    Little late, isn't it?
    >> Anonymous 01/04/11(Tue)12:56 No.13397412
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    The other core design philosophy is choice. The player always has a choice of action, and assuming the player's character has clearance to the various areas of the lab, Belisarius can be roamed freely at any point in the game. Even when passages lose oxygen, erupt in flames, or become completely destroyed, there will always be a way to get through, and sometimes this is unavoidable. In one example, the player had to reach the remote mining area, connected to the main lab via a long glass tube and a mined shaft which runs under the ocean floor. The tube had been destroyed earlier when an explosion rocked the facility, and the tunnel was filled with fire and acidic smoke. Lacking protective gear that wouldn't be eaten away by the caustic environment in the tunnel, the player instead chose to head through open waters to get to the airlock of the mining area. Swimming through murky waters with almost no visibility proved to be a bad decision: about halfway to the destination, an immense shadow passed just at the edge of the player's vision. The scene ended with a frantic chase with the player scrambling in a panic towards the airlock as a nightmarish creature pursued him with its toothy maw gaping wide, threatening to swallow him whole. In the end, the monster was faster.
    >> Anonymous 01/04/11(Tue)12:58 No.13397432
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    >>13397410
    As I said, the project has come and gone several times for the past couple years. This is the development blog for the most recent group to attempt it's creation... Oh never mind, they dismantled too. Big fucking surprise.
    >> Anonymous 01/04/11(Tue)12:59 No.13397439
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    The player has a choice of action too, and this can affect many aspects of play and determine the overall time it takes to beat the game. You can choose to run like a coward, leaving everyone else stranded. In an example we saw, one player was near the deep-sea submersible when things really hit the fan, and, forsaking the rest of the lab and all the people in it, he killed a nearby supervisor with a computer tower, stole his access card, and took off towards the surface with the sub. Even though the sub was swallowed by an eyeless, beaked whale-monster, the developers assured us it was possible to win this way, resulting in a game that only lasts a few minutes. On the opposite end of the spectrum, you could have a very long game in which you attempt to save key survivors, recover valuable documents, and stabilize the facility long enough to attempt a safer escape. Of course, if the sub blows up early on or you're on the opposite side of the facility when terror strikes, it's going to be a longer game even if you just try to save yourself and escape. Perhaps the most nerve-wracking option is to simply horde air and supplies and wait for rescue, which is usually an option of last resort when most other actions would mean certain death.
    >> Anonymous 01/04/11(Tue)13:00 No.13397450
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    You can meet up with other survivors, but if the nature of the disaster is severe enough, you're far more likely to just find waterlogged corpses. Sometimes the other team members are more capable than yourself, and every profession has a purpose. There are times when you must escort unconscious or less-capable team members through hazardous areas or past potential monster attacks, but failure never means a game over. Even if every person you escort dies (heck, even if you kill them all yourselves), you can still finish the game. It's up to you to determine what winning means in any given situation, and how to achieve that. Maybe you just want to be an agent of chaos and help destroy the base - that's an option too. No matter what you choose to do or how good you are at it, if you're alive, that means you can still win. And even if you do die, you can still avoid a bad game over if others survive because of your actions anyway. Your death does not have to be in vain.
    >> Anonymous 01/04/11(Tue)13:01 No.13397460
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    Death is frequent, however. Because even the longest games will probably only last a few hours, expect to die and restart a lot. Sometimes it's almost impossible to avoid. In the demonstration we saw, the player took the role of the Captain himself, and was killed right when the disaster started. He was walking to the main deck when he turned to look out the window into the murky blue and saw a huge fish with a knifelike grin charging at the window. He stood in frozen fear for a moment before the thing rammed the window, rupturing the compartment, flooding the area, and killing the captain instantly. When the first blowout, fire, or leak occurs, lots of people usually die, and sometimes you're one of those people. It can be annoying, but it also adds that much more tension to the pre-disaster game, knowing that if you don't stay on your toes and out of trouble, you could be dead before you even know what hit you.
    >> Anonymous 01/04/11(Tue)13:03 No.13397472
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    In short, PRESSURE offers a unique and terrifying playthrough every time you start a new game, and the sheer amount of possibilities promises that each game will be an unpredictable experience, never knowing what terrors might be coming, or when, or from where. The game's system links together a series of events which work together to provide a cinematic, dynamic experience of increasing danger, lulls of false safety, and explosions of pure catastrophe. The constantly-changing environments and randomized layout of the facility and its personnel, along with the unforeseeable and nightmarish dangers which lurk in the dark waters beyond, make this game an adrenaline rush of horror the likes of we've never experience before.


    And it's not real... yet.
    >> Anonymous 01/04/11(Tue)13:04 No.13397479
    >Death is frequent, however. Because even the longest games will probably only last a few hours, expect to die and restart a lot. Sometimes it's almost impossible to avoid. In the demonstration we saw, the player took the role of the Captain himself, and was killed right when the disaster started. He was walking to the main deck when he turned to look out the window into the murky blue and saw a huge fish with a knifelike grin charging at the window. He stood in frozen fear for a moment before the thing rammed the window, rupturing the compartment, flooding the area, and killing the captain instantly. When the first blowout, fire, or leak occurs, lots of people usually die, and sometimes you're one of those people. It can be annoying, but it also adds that much more tension to the pre-disaster game, knowing that if you don't stay on your toes and out of trouble, you could be dead before you even know what hit you.

    cool gonna be fun getting to know these detailed fully fleshed out characters with extensive backstories
    >> Anonymous 01/04/11(Tue)13:06 No.13397487
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    Summarized.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)13:06 No.13397493
    >The description so far
    Sound pretty Molyneux there bro. But it would make a fun MMO/co-op with the players being crews and stuff like that.
    Would also make a fun Single Player or a campaign.
    >> Anonymous 01/04/11(Tue)13:09 No.13397512
    Check out the Fantasy Flight game Red November. While it's a humorous game about drunken gnomes trying to survive 60 minutes on a sinking submarine, it has some of the elements you want. Namely a way to track and pace multiple disasters and an emphasis on teamwork, at least until you decide to fuck everyone over.

    Pressure would make a great board game, and an expandable one at that. Imagine being able to add in new rooms, monsters, items, professions, and disasters.
    >> Anonymous 01/04/11(Tue)13:10 No.13397517
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    >>13397479
    Well, keep in mind this was originally meant to be a videogame with you being -generic lab rat #2378- with your first character's death being meaningless.

    If this did become a PnP rpg I think sparing the adventurers/investigators from the initial disaster might be wise.
    >> Anonymous 01/04/11(Tue)13:11 No.13397522
    >>13397493
    If it was online, it'd be SS13 underwater.
    >> Anonymous 01/04/11(Tue)13:11 No.13397527
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    >>13397512
    See, this is what I thought too. Should probably be a board game to be truly fun and repeatable.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)13:12 No.13397528
    >>13397522
    >Game being
    >Clown beat you to death with a tool box
    >Then the clown proceed to destroy the window and flood the station letting the giant monster in.
    Yep SS13 alright.
    >> Anonymous 01/04/11(Tue)13:13 No.13397542
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    >>13397522
    I think this was the original Idea only with more of the claustrophobic paranoia of the deep blue sea instead of the claustrophobic paranoia of deep black space.
    >> Anonymous 01/04/11(Tue)13:14 No.13397550
    >>13397517
    Every time a PC dies, they can continue playing as another survivor who was knocked out in the disaster and has only recently regained consciousness.

    This is because the PCs are actually all members of the Great Race of Yith investigating the disaster.
    >> Anonymous 01/04/11(Tue)13:16 No.13397558
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    >>13397550
    WAT A TWEEST
    >> Anonymous 01/04/11(Tue)13:18 No.13397570
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    Some concept art from earlier attempts.
    >> Anonymous 01/04/11(Tue)13:22 No.13397603
    I remember this. It has alot of potential.
    >> Anonymous 01/04/11(Tue)13:24 No.13397610
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    Everything beyond this point is potential fluff, no crunch.

    Professions:
    Engineer - Tech proficiency, Hull Repair, Diving Suit, Full Map, Diving Clearance
    Security - Weapon proficiency, Radio, Security Clearance, Basic Map
    Micro Biologist - Chemical Proficiency, retro virus immunizations, Science Clearance
    Medical Doctor - First Aid Proficiency, Stimulant and Depressant Drugs, Staff List, Medical Clearance
    Maintenance Worker - Low Security Clearance, Extra Oxygen, Basic-Tech Proficiency, Tech Repair, Basic Map
    Xeno Biologist - Bio-weapon proficiency, mutagens, Pressure and oxygen suit, Science Clearance
    Researcher - Computer Proficiency, Hacking, Repair Tech, Tech-Assistance
    Pilot - Submersible Proficiency, Vehicle Repair, Fuel Cells, Sea floor map, Dock Clearance
    Excavator - Diving Suit, Oxygen, Basic-Tech Proficiency, Harpoon Proficiency, Explosives, Diving Clearance
    Rescue Crew - Weapon Proficiency, Pressure and oxygen suit, Radio, Basic Hacking, Anonymous
    >> S.T.A.L.K.E.R. 01/04/11(Tue)13:25 No.13397622
    >>13397610
    >Rescue Crew
    Wait I thought the game begin before the disaster? How could a rescue crew be there right away? Or is that just for later NPC?
    >> Anonymous 01/04/11(Tue)13:25 No.13397624
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    Locations (Randomized):
    Docking Bay, Surface Observation and Communications Tower, General Living Quarters, Cafeteria Hall, Food and Water Stockroom, Fitness Hall, Leisure Quarter, Atrium, Securities Quarter, Detention Center, Armory, Engineering Bay and Exterior Access, Diving Equipment Storage, Depressurization Chamber, Sea Floor Observatory, Drill Operation Sector, Microbiology Research Lab, Chemical Analysis Lab, Biospecimen Containment, Bioform Research Facility, Data Analysis and Research Lab, Inter-sphere Database (colony’s personal internet hub), Artifact Recovery and Study Bay, Ocean Floor Ore Processing, Primary Oxygen Distribution Hub, Geothermal Power Plant, Steam and Water Processing Room, Waste Incinerator, Access Tunnels between Facilities, Maintenance Tunnels, Excavation Trench (Sea Floor), On-Site Field Experiment Zone (Sea Floor), Underwater Cave Network (Sea Floor)
    >> Anonymous 01/04/11(Tue)13:27 No.13397635
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    >>13397622
    Probably for later respawns, or a potential party of investigators.

    Disasters (Randomized):
    Accidental Hull Breach, Flooding, Oxygen Distribution/Generation Ceases, Strange Organisms Escape Containment, Unknown Life Forms Enter Colony, An Insane Crew member goes on a Murder Spree, Power Failure, Seismic Activity damages Passageways, Terrorist Group Takes Colony Hostage, Contagious Virus infects Crew members, Hostile Water Life Blockades Supplies from Above

    Complications:
    Hull Breach causes Pressure to Slowly Rise, Hostile Creature attack those who try to Repair Hull, Flooding Trips Pressure Hatches cutting off access routes, Oxygen supply explodes from backed up Pressure, Oxygen leaks in Areas causing fire hazards, All Food Storage is destroyed by the Invaders, Mass Hysteria Causes More Murders, Strange Ocean Plant Life Enters Maintenance Tunnels, Contagious Virus Become Airborne, Unknown Life Forms Infect People Turning them into Walking Hosts
    >> Anonymous 01/04/11(Tue)13:27 No.13397641
    >>13397403
    I like how that monster iscausing a minor maritime disaster by sucking water through its ass.
    >> Anonymous 01/04/11(Tue)13:29 No.13397651
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    Creatures:
    Leviathan - Whale-like creature, Consumes Anything, Conventional Weapons Useless, Gargantuan
    Kraken – Enormous Squid, Kills by constricting and consuming, Prefers underwater caves
    Cephalapods – Squid-like Bipeds, Amphibious, Telepathic, Intelligent, Simple Mind Control
    Dagoth – Amphibious fish man, Fast in Water, Slow on land, Claws, Large numbers, Small
    Black Sea Devil – Large Angler Fish, Sees in dark, Uses lights to lure prey, Swims as fast as a man
    Rustfish – Small non-hostile fish, travel in large schools, secrete a corrosive mucous
    Megalodon – Gargantuan Shark, Very Aggressive, Will charge Windows, Extremely Fast
    Satan’s Net – An enormous Jelly fish, Not hostile, sting causes paralysis, Millions of tendrils
    Lamprey – Flesh Eating Eels, Small fish that eat through skin into internal organs, travel in numbers
    Dunkleos – Massive armored fish, Very Aggressive, Can Bite Metals Plates with Jaws, Carnivorous
    Karkinos – Large Crab-like creatures, Slow but Armored, Amphibious
    Abyssal Manta – Colossal Manta Ray, non-aggressive, likes to bask in sun, blocks out all light below
    >> Anonymous 01/04/11(Tue)13:30 No.13397661
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    Selkies – Parasitic Sea Worms, Enter through the ear, Consume Brain matter, Cause Insanity
    Protoplasm – Man made life form, unstable structure, Dissolves organic material, shifting form
    The Hunger – Massive Gulper Eel, Sucks in water as a vacuum, Swallows prey whole, lives in caves
    Poison Polyps – Large Anemones, Stationary, If approached lash out, inject slow-acting neural toxin
    Eldritch Abomination – Massive Ancient Creature, Maddening to look upon, Incorporeal
    Locathan – Medium Lobster Quadrupeds, Amphibious, Fast on Land, Slow in Water, See in Dark
    Ambiform – Genetically Altered Human, Amphibious, Intelligent, Fast in Water and Land
    Arachnicanth – Medium Sea Scorpian, Amphibious, Powerful Claws, Slow and Armored
    Hell Nautilus – Incroporeal Squid-like Biped, Dislike Light, Manifest Temporarily, Armored, Spit Acid
    Shadow Lurk – Medium Ooze, Semi-Intelligent Colony of Bacterium, Has Electronics-Killing Field
    Hangman’s Kelp – Fast Growing Kelp that coils around anything it touches, Can crush glass in time
    >> S.T.A.L.K.E.R. 01/04/11(Tue)13:31 No.13397665
    >>13397635
    Oh ok.
    >All those disaster
    NOPE. If this is any actual game and I'm playing it. I'll probably cry myself to death when I see the first giant sea monster. Probably go like this.
    >Need to repair hull
    >Exit Airlock
    >Alright going fine so far
    >See something dark far away
    >Probably my imagination
    >It's closer
    >Better go back
    >See the thing
    >ESC -> QUIT -> Uninstall
    >> Anonymous 01/04/11(Tue)13:32 No.13397673
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    Giant Pistol Shrimp
    Size: Five feet tall
    - Possesses a large frontal claw. Similar to its smaller relative, it can “fire” this claw like a pistol to create bursts of heat in the water that reach the temperature of the sun.
    - It’s rough skin resists most attacks.
    - Crippled with poor eyesight, it uses its antennae to sense disturbances in the water around it.

    Mantis Shrimp
    Size: Four feet tall
    - A large shrimp with long, skinny, razor-sharp frontal claws. The underclaw is much shorter than the overclaw.
    - Uses its knife-like overclaw to slice and dice prey into smaller bits suitable for it to eat.
    - Uses a piercing screech to disorient prey.

    Bloated Horseshoes
    Size: Two foot long
    - Named after the Horseshoe crab, but more similar in structure to the ancient trilobite.
    - Generally harmless unless threatened.
    - When threatened, it will expand itself to over four times its size and explode, releasing toxins and sharp fragments of its exoskeleton. It’s suicide, but they are schooling creatures, and act in sacrificing for the greater good.
    >> Anonymous 01/04/11(Tue)13:34 No.13397688
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    Glow Lampreys
    Size: Three inches long (young), Two feet long (adult)
    - Protected in mass within large, bioluminescent cocoons made out of the flesh of the mother.
    - These cocoons can contain up to forty young Glow Lampreys.
    - Glow Lampreys are parasites, and invade prey by burrowing through the skull or crawling in through orifices, like the nostrils, ears, eye sockets, or mouth. They feed on the brain of the prey before moving on to other parts of the body.

    Harold’s Crab
    Size: Ten inch legspan
    - Named after its discoverer and first recorded human victim, Jonathan Harold.
    - Harold’s Crab is parasitic, and very flexible. It’s exoskeleton is soft, as to not damage the host’s organ upon occupation. In humans, it will deliver a paralyzing agent and eat away the outside flesh, and then insert itself into the host’s back, near the spine.
    - Harold’s Crab will then work its way up the body until it rests at the back of the neck, just behind the throat. It’s bulging sometimes pierces the human host’s skin, but by now, the crab has complete control over its host.
    - When it comes time to exit, the Harold’s Crab will eat it’s way through the skull, through the brain, and burst out of the forehead by using its strong pincers to break through thick bone.

    Red Elbow Squids
    Size: One foot long (not including tentacles), Twelve feet long (including tentacles)
    - A venomous variation of the Elbow Squid known for its crimson coloring.
    - Its tentacles function to that of a Jellyfish, but rather than entangling and paralyzing, they are full of stingers that pierce into prey and deliver a dose of venom.
    - The venom of the Red Elbow Squid is of the flesh eating sort, and acts fast. The scent of the venom is unique for every Red Elbow Squid. After doing the deed, the Red Elbow Squid will follow the scent of its venom at a leisurely pace until it finds the half-rotted corpse of its prey, which it promptly devours.
    >> Anonymous 01/04/11(Tue)13:36 No.13397699
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    “Mind Spores”
    Size: Microscopic
    - Spores produced by an unknown creature. They initiate delirium, hallucinations, panic attacks, dizziness, and nausea in their victim.
    - It was a theory that they are produced by the unidentified, bioluminescent masses that resemble mold, but tests done in the lab proved to be inconclusive.

    “Fishman”
    Size: Six-and-a-half feet tall, on average
    - Notable for their resemblance to human anatomy, the Fishman has two arms and two legs, albeit structured differently from our human appendages. They walk primarily on all fours, but are capable of standing on two feet.
    - Possess gills, but are capable of being outside of water for extended periods of time.
    - Possess serrated teeth and claws and spiny fins.
    - Congregate together in enormous schools in certain areas, but branch off on their own to hunt. After the hunt, they return to the location of their school.
    - After about two weeks at one location, they migrate to new areas.
    - The similarities to humans have ignited the curiosity of many researchers, who are determined to find out why and how they evolved this way.

    ???
    Size: The size of an average human’s fist
    - An unidentified, parasitic creature that is found in fish, but can infect humans.
    - Debatable whether or not it is a living thing, or more like a virus.
    - Secretes a black slime that is absorbed by the hosts’ cells that carry chemical messages, telling the cell to cease function.
    - The creature itself robs the host of moisture.
    - Eventually, the host becomes a dry husk of what it once was, but not before spreading the creature’s offspring through the breaths it exhales.
    >> Anonymous 01/04/11(Tue)13:37 No.13397705
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    Abyssal Hermit Crabs
    Size: Twelve feet tall
    - The typical hermit crab’s very large cousin, with an added bonus: rather than having to scavenge for new shells, it has shells that grow on its back, which must be shed like a locust’s skin.
    - The shells that armor it are nigh indestructible, and it can use its claws to cover its face, making it immune to all attacks from any direction.
    - Typically docile and rarely attack other creatures unless threatened. They consume algae and deep-sea plant life with the occasional scavenging of dead fish.

    Colossal Eel
    Size: Twenty-two feet long
    - The colossal eel is very deadly and very territorial. It’s four rows of teeth can cut nearly anything to ribbons.
    - Feeds on nearly anything that moves. Its acute eyesight detects even the smallest prey in the dimmest light.

    *Marine Isopod
    Size: 10 inches, on average
    - Usually scavengers, but may also feed on fish and squid when given the chance, as well as slow-moving prey like sea cucumbers. If it comes across any vulnerable target, it will take it as a chance to consume it.
    >If the player is incapacitated by paralysis toxins or trapped under rubble or something, expect these guys to come out of the woodwork and eat them alive.

    *100% real and living in our oceans today.
    >> Anonymous 01/04/11(Tue)13:37 No.13397711
    Hell Nautilus v. Satan's Net. Round One! FIGHT!

    By which I mean to say, if multiple monsters show up there better be a chance that they fight each other.
    >> Anonymous 01/04/11(Tue)13:38 No.13397713
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    *Tiburonia Granrojo, “Big Red Jellyfish”
    Size: 10 feet in diameter
    - Very little is known about Big Red. Researchers are hard at work to discover its dietary, reproductive, and ecological traits.

    Fortress Jelly
    Size: Six feet in diameter
    - Transparent, visible only by its slight blue tint.
    - Frequently used special suction appendages to anchor itself to the seafloor.
    - While anchored, it can rapidly produce offspring, at the rate of one Fortress Jelly offspring per minute. However, these are “dummy” offspring used only for defense and distraction against predators, and survive up to only ten minutes on their own.

    Abyssal Cookie-cutter Sharks
    Size: One-and-a-half feet long.
    - Similar to their more open ocean brethren, but adapted to life in the abyss.
    - Able to use their unique jaw structure to cut chunks of flesh out of larger prey.
    - Their jaws are so strong, they are capable of cookie-cutting through inches of reinforced steel.

    *100% real and living in our oceans today.
    >> Anonymous 01/04/11(Tue)13:39 No.13397721
    >>13397688

    Waitwaitwait

    Is that an actual dev screenshot?
    >> Anonymous 01/04/11(Tue)13:40 No.13397722
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    >>13397711
    >Players caught in crossfire bewteen old-god grudge match
    DO WANT

    Clouded Lamprey
    Size: Seven feet long
    - Smothered in a unique, toxic slime.
    - Their boneless bodies are very flexible, and their foot-thick bodies can squeeze through any gap at least three inches wide and long.
    - Hunt by sneaking up on smaller prey and catching them in their mouths by swimming behind them. Their “teeth” guide them down into the stomach, where they are digested alive.

    Gargantuan Starfish
    Size: Sixteen feet in diameter
    - Very flexible and “squishy”. Despite their size, they can cram themselves into tight areas.
    - Has thick, rough, skin that molds into different shapes.
    - Covered in spines that can be made rigid at will for defense.
    - Capable of moving at speeds of 15 mph.

    *Giant Squid
    Size: 33 feet long
    - The Giant Squid’s tentacles’ suction cups are surrounded by a serrated edge that not only sticks to prey, but cuts holes in them.
    - Feeds on large enough fish to satisfy it, and is capable of devouring Sperm Whales.

    *100% real and living in our oceans today.
    >> Anonymous 01/04/11(Tue)13:40 No.13397727
    >>13397522
    Thought the exact same thing.
    >> Anonymous 01/04/11(Tue)13:42 No.13397734
         File1294166531.jpg-(738 KB, 980x700, 842546-image152.jpg)
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    >>13397721
    Short answer: Yes, see link.
    http://www.giantbomb.com/under-pressure/61-24898/

    *Colossal Squid
    Size: 52 feet long
    - The Colossal Squid is the largest invertebrate in the Animal kingdom, and has the largest eyes.
    - The tentacles of the Colossal Squid are lined with three-pronged hooks that latch into the flesh of prey, aiding the Colossal Squid in dragging it down into the depths.
    - With enough force behind them, the hooks on its tentacles are capable of piercing reinforced steel.
    - Relies on the advantage of the ambush to overpower prey, using its large eyes to locate vulnerable or inattentive prey.

    Predatory Whale
    Size: 129 feet long
    - Actively hunts for prey, prey being fish, squid, eels, and crustaceans.
    - One of the smarter animals in the ocean, the first attempt at building an abyssal research base was crushed when a Predatory Whale attacked the base to devour the crew inside.
    - Can spend four days at abyssal depths before coming up for air.
    - As far as we know, the Predatory Whale has no predators and no limits to its diet.

    Javelin Eels
    Size: Seven feet long
    - These eels actively hunt for prey in packs.
    - They attack prey by using their long, sharp facial protrusions to pierce and stab their prey.

    *100% real and living in our oceans today.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)13:43 No.13397740
    >>13397711
    WELL THERE GOES THE STATION. We'll now know what Japanese feel like when Godzilla fight with another Monster.
    >> Anonymous 01/04/11(Tue)13:43 No.13397742
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    Moth Sharks
    Size: Four inches long
    - Named after their attraction to light, gathering in large masses of up to fifty in small areas of bioluminescence.
    - Use their acute sense of smell to find and locate bleeding prey, which they swarm and devour alive, like Piranha.
    - Their teeth are designed so that rather than biting chunks out of prey, they dig in and rip away long strips of flesh.

    Venomous Cuttlefish
    Size: Five feet long
    - Generally docile and rarely eat, and when they do, they dine on deep-sea plankton.
    - Can turn almost completely invisible by utilizing highly advanced camouflage found in the genus.
    - Their skin is smothered in a toxic substance that can be absorbed through the skin. Touching them results in contraction of this venom, which will kill the victim within four minutes on average.
    - The liver of the Venomous Cuttlefish contains the producer of the venom, as well as anti-venom that negates the effects on the Cuttlefish itself.

    Sledge Sharks
    Size: Seven feet long
    - Bizarre head anatomy: Their mouth faces downward with a smooth head as thick and as hard as steel.
    - Their head is nigh unbreakable, and can knock down or break through nearly anything.

    Megalodon
    Size: 67 feet long
    - The largest fish to ever exist, and very surprising to our researchers, still exists.
    - Eats Giant Squid, Colossal Squid, Predatory Whales, and other creatures large enough to sustain it.
    - One of the most dominant predators in the history of marine life.
    >> Anonymous 01/04/11(Tue)13:43 No.13397743
    >>13397734

    >Platform(s)
    >Xbox 360
    >PlayStation 3

    DERP DERP

    I withdraw all support for this

    PC MASTER RACE
    >> Anonymous 01/04/11(Tue)13:44 No.13397752
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    *Goblin Sharks
    Size: 11 feet long
    - Rare, abyss dwelling sharks known for their peculiar, trowel-shaped jaws.
    - Hunt by sensing the presence of prey with electro-sensitive organs in the snout. When near, it suddenly “throws” its jaw at the prey, taking it by surprise while taking a bite.
    - Will attack humans only when threatened or actively hunting, but dines extensively on many different kinds of abyssal fish.

    Geist
    Size: Two feet long
    - Known for their ominous, glowing red eyes and elongated jawbone, with a mouth that takes up half of the length of its body.
    - Travel in schools.
    - Attack prey all at once in formation. They often eat so much that they literally burst when they can’t hold all of the mass they have consumed.

    Maneater Octopus
    Size: One foot in Diameter, but capable of heavy expansion
    - Instead of squirting ink like typical Octopi, these ones spray a vile, flesh-melting acid that boils skin, even underwater.
    - Usually travel solo, but will occasionally gang up in groups of five to seven octopi.
    - Prey on humans by slinking their mouths onto the human’s head from above and digesting them, before moving onto the rest of the body.

    *100% real and in our oceans today.
    >> Anonymous 01/04/11(Tue)13:45 No.13397757
         File1294166723.gif-(30 KB, 318x472, 1293951742907.gif)
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    >>13397673
    >When threatened, it will expand itself to over four times its size and explode, releasing toxins and sharp fragments of its exoskeleton. It’s suicide, but they are schooling creatures, and act in sacrificing for the greater good.
    >> Anonymous 01/04/11(Tue)13:46 No.13397762
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    Maneater Octopus
    Size: Two inches in Diameter
    - Instead of squirting ink like typical Octopi, these ones spray a vile, flesh-melting acid that boils skin, even underwater.
    - Usually travel in schools of between 400 and 600, but there have been recorded cases of over 1,200 Maneater Octopi in one school.
    - Prey on humans by suctioning themselves onto the flesh, and ripping out chunks of flesh.

    Tongued Starfish
    Size: >40 feet in diameter.
    - Completely sessile and incapable of movement after rooting to a spot in their juvenile stages.
    - Possess a very large, thick, and sticky tongue that reaches upwards of 125 feet long.
    - They use this tongue to constantly search the area around them for prey of any size, which upon catching it, they withdraw into their gaping maws.
    - Are known to eat Geists and other small fish like an anteater eats ants.
    - A smaller version, the Lesser Tongued Starfish, has a recorded maximum of 25 feet in diameter with a tongue that is seventy feet long. They are capable of movement, but move in a slow crawl. Its hunting methods are the same.
    >> Anonymous 01/04/11(Tue)13:47 No.13397772
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    Now for some more fluff intensive ones.

    Poseidon:
    Size: Approx 300m in height
    -Poseidon is a class 4-ELE phenomenon. It is believed to be unique. Its upper torso is humanoid in shape and transparent with a vaguely metallic luster.
    -Body appears to be composed of a supersaturated solution of brine. Traces of remains analyzed were found to contain heightened concentrations of Calcium Carbonate and previously unknown Aurate complexes.
    -Travels through waters at relatively low speeds (highest documented speed of 70 km/hr) leaving a wake of debris behind it.
    -Matter is absorbed into it's being and can be forcefully expelled from the hands. Believed to be powered by the concentration gradient generated.
    -Seems sentient, enough to alter course when large ocean creature spotted. Seems only to desire to absorb more material.
    -Last known location: Ross Sea, approximate depth 2.5 thousand fathoms.
    >> Anonymous 01/04/11(Tue)13:48 No.13397782
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    Pelagious:
    Size - Range from 5 to 10 meters at full physical maturity. Females slightly larger than Males.
    -Pelagious first were made known to us when they disassembled a laser drilling apparatus. Investigation teams found the mechanical components had been removed. Subsequent monitoring found them to return the components later that day.
    -When one was attempted to be captured a sonic burst was emitted that shattered the glass visors of the team's helmets as well as that of the recovery submersible. Extreme caution advised.
    -One subject was subdued through electric harpoon embedded in the tail region. Was transported to active research immediately. Subject immediately made it's psychic nature know through mental manipulation of a nearby researcher.
    -Researcher [name classified] calmly and monotonously began asking for release from restraints. When questioned he refered to the subject in the first person. Explained they were merely curious as to the nature of the device and did not mean harm.
    -Subject asked through host to be released. Allowed on the condition a tracker could be tagged onto it and that it would return.
    -Project Telecast is now underway. The Pelagious, as they have referred to themselves, are training individuals in use of mental manipulation. With the help of cybernetic augmentation, some success is reported.
    -Containment Note: All Psychically trained individuals, hereafter referred to as PsiOps, are to be contained under max security when not undergoing testing with the Pelagoius.
    >> Anonymous 01/04/11(Tue)13:49 No.13397793
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    <Containment Breach 539-J>
    Subject: Class Am(S)-H Amphibious-Sentient-Hostile
    -Subject was located in O2 Production ventilation ducts. How it gained access to the vessel is still unknown. Subject was initially thought to be a plant until striking out when attempted to be moved. Resulted in 12 casualties before incineration halted it's rampage.
    -Recovered tissue samples were examined and the organism is indeed a plant, though other samples appear to be fibrous and contract like muscular tissue. Uses a respiration process based upon oxygen but with enzymes not present in any known eukaryotic life. Subject appears to thrive in the high oxygen environment of the facility.
    -Cellular replication progresses extremely quickly. Regeneration of subject appears imminent unless destroyed completely.
    -Containment chamber prepared for subject. No personnel are to make contact with the subject. Ample nutrients and light are to be provided. Research on regeneration applications to commence.
    -Subject has completely regrown to original form. though it does not strike out it has developed multiple eye-like organs. It seems to be aware of it's surroundings but not hostile, even when probed.
    -During brief power failure light was no longer supplied to subject. Infrared tapes reveal that in the absence of light the subject is extremely fast and deadly. Upon return of light the subject returned to catatonic state. Corpses were infested with spores apparently utilized for reproduction of subject.
    -Subject classification changed to hostile. Research suspended. Dubbed "Assassin" by research.
    >> Anonymous 01/04/11(Tue)13:51 No.13397794
    >>13397772
    So, this is basically a cross between Lovecraft, GODZERRA, Space Station 13, and SCP?


    I'd play the shit out of this, either as a board game or an online (but with suitingly shit graphics) dealy
    >> Anonymous 01/04/11(Tue)13:53 No.13397804
         File1294167197.gif-(2.02 MB, 312x176, 1292045959760.gif)
    2.02 MB
    >>13397793
    Plant Zombies + Angels
    OH SHIT NIGGER! DON'T BLINK!
    >> Anonymous 01/04/11(Tue)13:55 No.13397813
    >>13397794
    Basically it is a composite of, in summary:
    Lovecraft, CoC, SS13, Bioshock, SCP, and a few other things.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)13:56 No.13397815
    >>13397793
    So you could freeze this thing with light? Should be an easy fight.
    >> Anonymous 01/04/11(Tue)13:56 No.13397818
    >>13397705
    >Marine Isopod
    >*100% real and living in our oceans today.
    NOPE.jpg
    >> Anonymous 01/04/11(Tue)13:57 No.13397823
    >>13397813

    You forgot Dead Space
    >> S.T.A.L.K.E.R. 01/04/11(Tue)13:58 No.13397829
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    >>13397818
    Problem Anonymous?
    >> Anonymous 01/04/11(Tue)13:58 No.13397836
    >>13397815
    >scene; enter STALKER, accompanying researcher

    "Oh... oh god, it's... it's gone! The power outage! It m-must have been durin-"

    "SILENCE, FOOLISH MAN. I HAVE A FLASH LIGHT. AH, HERE IS THE TERRIBLE BEAST. HAVE AT YOU FELL CRE- oh god my anus"

    theyre beneath the abyssal plane IIRC, so the only light is artificial.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)14:01 No.13397849
    >>13397836
    A flashlight? Don't be silly. I'm not THAT stupid. I'll use a Emergency Spotlight instead.
    >> Anonymous 01/04/11(Tue)14:01 No.13397852
    >>13397815

    Silly man. Don't you know the power will always go out in a situation like that? Not terribly genre savvy, are you?
    >> Anonymous 01/04/11(Tue)14:01 No.13397854
    OH GOD SOMEONE PLEASE ARHIVE THIS
    >> Anonymous 01/04/11(Tue)14:01 No.13397856
    >>13397813
    Uh, isn't DS just basically what he listed IN SPACE?

    Speaking of DS, I know someone who claims it's just a remake of Dino Crisis 3. Inexplicable.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)14:04 No.13397872
    >>13397852
    I know. That's why I said I'll use a Emergency Spotlight. I play too much horror game and watch too much horror movie.
    >>13397856
    >Dino Crisis 3
    Ugh. Fuck the setting LETS GO INTO SPACE. Don't like it because I still don't know what happen to Dyland in the end. We know he survive since he is able to send his daughter back through time.
    >> Anonymous 01/04/11(Tue)14:04 No.13397874
    >>13397854
    All this information is already elsewhere on the net, I don't think we've added enough to qualify archival material.
    >> Anonymous 01/04/11(Tue)14:07 No.13397893
    >>13397872
    i like to ignore the 3rd game
    shame we'll never get a sequel to 2
    >> Anonymous 01/04/11(Tue)14:08 No.13397902
    >people implying that Pressure ever was a real project and not just an excuse for fun brainstorming sessions and "dream game" discussions

    You truly missed the point, OP.
    >> Anonymous 01/04/11(Tue)14:08 No.13397907
    Well /tg/, let's get some shit done shall we?
    >> Anonymous 01/04/11(Tue)14:08 No.13397912
    >>13397907
    we shall
    >> S.T.A.L.K.E.R. 01/04/11(Tue)14:09 No.13397918
    >>13397893
    I don't ignore it just think of it as another game and not related to the first two.
    Also that sea mission where you face those Plesiosaurus and Mosasaurus would make a good level in a game like OP.
    >> Anonymous 01/04/11(Tue)14:11 No.13397931
    >>13397918
    OH GOD THE NOISES!
    I HATED THAT LEVEL SO MUCH
    but in a good way
    >> Boomer !!bcdVCSUmpgT 01/04/11(Tue)14:13 No.13397941
    >>13397902
    Yeah, Pressure was a joke. Like how on /tg/ we will start talking about fictional games as if real that were actually made up and ad libbed on the spot. The difference? /tg/ ends up making those games real about half the time.
    >> Anonymous 01/04/11(Tue)14:13 No.13397947
    why is it that half of the possible deaths would be arousing if you played a girl?
    >> S.T.A.L.K.E.R. 01/04/11(Tue)14:15 No.13397958
    >>13397931
    It get easy once you gain the fuck all underwater missile launcher. Seriously it just make those part so easy I have to rush through because I was so bored.
    Also on land you have to face T-rex (HUEHUHEU I DRIVE A TANK) and a Giganotosaurus (FUCK YOU. ORBIT LASER)
    >> Anonymous 01/04/11(Tue)14:16 No.13397966
    disaster disaster disaster. you know what i want? a massive intelligent and benevolent octopus. shows up on his own as a disaster. claims to be thousands of years old and know the secrets of the world. sanity checks. in some disasters you can find him and convince him to help out.
    >> Anonymous 01/04/11(Tue)14:16 No.13397969
    I'm thinking a mod for SS13, except where the alien gets a graphics update, the addition of a flooding mechanic, and the removal of the space bit and the tacking on of the underwater bit.
    >> Anonymous 01/04/11(Tue)14:18 No.13397980
    >>13397969

    A Zork mod too.
    >> Anonymous 01/04/11(Tue)14:20 No.13397994
    >>13397958
    >Tank level
    for me that turned into a " OH GOD RUN RUN RUN HE'S NOT DYING!" level

    >Giganotosaurus
    i shat a fucking brick when i found the file.
    THEN THE FUCKER IMMEDIATELY SHOWS UP!
    personally i wanted a final showdown between regina and the rex.
    again
    >> Anonymous 01/04/11(Tue)14:20 No.13397997
    >>13397980
    Yeah, there's plenty of text adventure makers out there, so the only real issue with that then is the huge amount of variation. You'd need lots and lots of patience.
    >> Anonymous 01/04/11(Tue)14:22 No.13398013
    >>13397994
    >tank level
    was that the one where you're being chased by a bunch of cranky triceratops? loved the cut scene after that, where you find a modern city in the middle of the jungle. with everyone being eaten by raptors.

    damn i wanna replay that game now
    >> Anonymous 01/04/11(Tue)14:24 No.13398030
    >>13398013
    no that was the jeep with the AT rifle
    best
    chase scene
    ever
    >> S.T.A.L.K.E.R. 01/04/11(Tue)14:25 No.13398032
    >>13397994
    >for me that turned into a " OH GOD RUN RUN RUN HE'S NOT DYING!" level
    Yeah. And the tank shooting doesn't help much either.
    >shat a fucking brick when i found the file.
    I was more like "Huh. They can't really include this thing in the game can it? I mean there's a T-rex outsi-"
    then it show up. I almost scream.
    >Showdown between Regina and T-rex
    That's in Dino Crisis 1 right? In 1 T-rex is like the god of destruction. Killing more than half of the survivors.
    But then dropping a bomb on it just does the trick even though I spend most of the game shooting at it with machien gun.
    >> Anonymous 01/04/11(Tue)14:26 No.13398041
    I would play the crap out of this if it was a board game. What sort of price would I expect to pay for this?
    >> S.T.A.L.K.E.R. 01/04/11(Tue)14:27 No.13398048
    >>13398013
    >>13398030
    Oh yeah that part. Goddamn stop chasing me you three horn fucks.
    Next best chase (imo) would be the seas of Plesiosaurus and you get to control the main gun.
    The tank part is when your native American friend go up to turn on something I can't really remember.
    >> Anonymous 01/04/11(Tue)14:28 No.13398053
    >>13398041
    Weeks of your time coding this.
    >> Anonymous 01/04/11(Tue)14:30 No.13398065
    >>13398032
    yeah
    but even then it died in a cutscene at the end

    i mean a final battle
    she and the rex enter
    only one goes home
    >> Anonymous 01/04/11(Tue)14:32 No.13398083
    You know what? This'd make an awesome Dark Heresy or Eclipse Phase game. You're on an alien planet, in a subaquatic research facility and HOLY SHIT FREAKY SHIT KEEPS HAPPENING. Stuff starts breaking, the facility's beginning to fall apart and there's... things in the water outside.

    Chaos mutations? Exsurgent Virus outbreak? TITAN cockdickery? Who knows. Just fucking survive.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)14:34 No.13398108
    >>13398065
    Fuck yeah. Victory for humanity. Even though the island is still there.
    >>13398083
    Now that you mention it. I guess I'll change my Dark Heresy map from asteroid research facility to underwater research facility.
    >> Anonymous 01/04/11(Tue)14:35 No.13398110
    >>13398041
    $40 - $50 is around the price for games with big boards and a ton of pieces like this.

    And then probably another $10 per expansion.
    >> Anonymous 01/04/11(Tue)14:39 No.13398140
    >>13398110
    I feel bad to say, but I loathe board games with hundreds of pieces. This business seems just fine as PnP rpg with a couple simple visual props
    >> Anonymous 01/04/11(Tue)14:43 No.13398169
    >>13398053
    >I would play the crap out of this as a board game
    >Coding
    What?
    >> Zach !!m1zNwNhpIw+ 01/04/11(Tue)14:49 No.13398218
    1.) Ambulacanth
    Length: 2 feet
    Diet: Carnivore
    Genus: Macropoma

    These small coelacanthiformes have jointed fins, allowing them to waddle around beyond water. Combined with bioluminescence, labyrinth organs and a voracious appetite, this feature makes the somewhat-amphibious carnivores lethal group hunters.

    2.) Krakenvolk
    Length: 4 feet
    Diet: Carnivore
    Order: Vampyromorphida
    This species of maroon cephalopod is notable for its social behavior and use of simple tools. Individuals seem to communicate publicly through bioluminescence and beak clacking, touching each other with tooth-lined suckers for more private communications. Krakenvolk can support their bodies in an upright position atop four of its eight arms, lengths of caritlage granting them stability as the other four can be used for manipulating things. Their motives are unknown, so their behavior can seemingly change for no reason. Their saliva contains a powerful neurotoxin, something they drench their bone-and-leather harpoons in before attacking.
    >> Anonymous 01/04/11(Tue)14:55 No.13398253
    >>13398140
    My ordering for ways I'd like to see this implemented is...

    SS13 style videogame > PnP game >> FPS game >> complicated boardgame > LEGO Set >> coloring book >>>> abstract boardgame >^9,001 flavored condoms with artwork.
    >> Anonymous 01/04/11(Tue)15:09 No.13398336
    >>13398048
    >your native American friend go up to turn on something
    you mean the turret part while david opens the damn?
    ALL OF MY HAAAAAAAATE
    >> Anonymous 01/04/11(Tue)16:03 No.13398728
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    bump for my new /tg/ love interest
    >> Anonymous 01/04/11(Tue)16:41 No.13399045
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    >Glow Lampreys are parasites, and invade prey by burrowing through the skull or crawling in through orifices, like the nostrils, ears, eye sockets, or mouth. They feed on the brain of the prey before moving on to other parts of the body.
    > Harold’s Crab is parasitic, and very flexible. It’s exoskeleton is soft, as to not damage the host’s organ upon occupation. In humans, it will deliver a paralyzing agent and eat away the outside flesh, and then insert itself into the host’s back, near the spine.

    >Harold’s Crab will then work its way up the body until it rests at the back of the neck, just behind the throat. It’s bulging sometimes pierces the human host’s skin, but by now, the crab has complete control over its host.

    >When it comes time to exit, the Harold’s Crab will eat it’s way through the skull, through the brain, and burst out of the forehead by using its strong pincers to break through thick bone

    > Instead of squirting ink like typical Octopi, these ones spray a vile, flesh-melting acid that boils skin, even underwater.

    >If the player is incapacitated by paralysis toxins or trapped under rubble or something, expect these guys to come out of the woodwork and eat them alive.

    >Hangman’s Kelp – Fast Growing Kelp that coils around anything it touches, Can crush glass in time

    >Selkies – Parasitic Sea Worms, Enter through the ear, Consume Brain matter, Cause Insanity

    >Lamprey – Flesh Eating Eels, Small fish that eat through skin into internal organs, travel in numbers
    >> Anonymous 01/04/11(Tue)16:57 No.13399164
    do want
    SO
    FUCKING
    MUCH
    >> Anonymous 01/04/11(Tue)17:40 No.13399481
    >>13398083
    Not everything needs to be warhammer to be awesome faggot.
    >> Anonymous 01/04/11(Tue)17:45 No.13399527
         File1294181101.jpg-(27 KB, 350x600, 1289365417538.jpg)
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    >>13397966
    Hey guys, what's going on in this thread?
    >> Anonymous 01/04/11(Tue)17:48 No.13399566
         File1294181294.jpg-(79 KB, 1024x768, 1289172677728.jpg)
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    OP here, everything I have posted here is old stuff. Nothing new, really. If you want more, go ask /v/. Everyone over there knows about it.

    I only brought it here for the "shi/t g/ets done". Probably the easiest course of action is a SS13 mod, though that has been attempted. Board game would be the most awesome, but time consuming, iteration. PnP RPG is fine too, and probably most likely..
    >> Anonymous 01/04/11(Tue)17:50 No.13399586
         File1294181422.jpg-(160 KB, 933x846, 1289365785937.jpg)
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    >>13399045
    You know these are real, right?
    >> Anonymous 01/04/11(Tue)17:52 No.13399597
    >>13399586
    OH GOD WHAT HAS NATURE DONE?
    >> Anonymous 01/04/11(Tue)17:53 No.13399604
         File1294181587.gif-(373 KB, 250x140, 1289361513552.gif)
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    >>13399597
    Nature does some freaky shit... Beware the deeps...
    >> Anonymous 01/04/11(Tue)17:55 No.13399623
         File1294181735.jpg-(34 KB, 526x350, Hagfish.jpg)
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    Also in the freaky shit department... Hagfish.

    And don't even get me started on lampreys.
    >> Anonymous 01/04/11(Tue)17:58 No.13399649
    >>13399586
    That was a publicity shoop for a PS2 survival horror game. Cold Fear, I think.

    Still, don't let the truth get in the way of a good story.
    >> Anonymous 01/04/11(Tue)18:04 No.13399717
         File1294182295.jpg-(10 KB, 400x299, 3046.jpg)
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    Why does the ocean harbour such nightmares?

    (Deep Sea Hatchetfish)
    >> Anonymous 01/04/11(Tue)18:05 No.13399724
    >>13399604
    the fuck is that thing?
    >> Anonymous 01/04/11(Tue)18:08 No.13399773
         File1294182523.jpg-(26 KB, 400x404, 3035.jpg)
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    Not photoshopped. It's a squid with teeth.
    >> Anonymous 01/04/11(Tue)18:10 No.13399785
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    I actually think this is cute, in a hideous kind of way.
    >> Anonymous 01/04/11(Tue)18:13 No.13399819
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    And just so you don't think you're safe if you stay out of the water, have a mata mata turtle.
    >> Anonymous 01/04/11(Tue)18:15 No.13399847
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    Or a star nosed mole.

    Slightly disgusting underground rodent or subterranian spy for Cthulhu himself? You decide.
    >> Anonymous 01/04/11(Tue)18:21 No.13399901
    >>13399586

    Fuck you /tg/ I can not take a bath or shower now.
    >> Anonymous 01/04/11(Tue)18:23 No.13399925
    >>13399901
    You forgot a "FUCK THE OCEAN NUKE IT FROM ORBIT" there, you goony goon.
    >> Anonymous 01/04/11(Tue)18:31 No.13400021
    >>13399819
    Fuck that I want one of these
    >> Anonymous 01/04/11(Tue)18:32 No.13400032
    >>13399819
    mata mata turtles are not active hunters and only eat small invertebrates and fish, but yeah they look horribly mutated
    >> Anonymous 01/04/11(Tue)19:11 No.13400405
         File1294186260.jpg-(205 KB, 1024x768, 1286044296256.jpg)
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    And now, because /tg/ doesn't have enough nightmare fuel. Have a smiling eel.
    >> Anonymous 01/04/11(Tue)19:15 No.13400447
         File1294186549.jpg-(148 KB, 853x640, 1293740175042.jpg)
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    Somehow, after looking at all of the pictures in this thread, deep ones seem awfully friendly by comparison.
    >> Anonymous 01/04/11(Tue)19:21 No.13400507
         File1294186869.jpg-(530 KB, 786x490, 1286942857017.jpg)
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    Fuck all of you! I'm a shark!
    >> Anonymous 01/04/11(Tue)19:30 No.13400600
    >>13400405
    It looks so smug. And kind of effete. Like a Roman senator who'd call you sweetie or something.
    >> Anonymous 01/04/11(Tue)19:35 No.13400643
         File1294187706.jpg-(343 KB, 1164x3700, Deep.jpg)
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    Never forget...
    >> Anonymous 01/04/11(Tue)19:42 No.13400713
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    "A man once said that the horrors hidden in the depths of the sea were nothing compared to those that lurk in the depths of man's mind.

    I say he gave too much credit to mankind..."

    -Suicide Note of Captain David Ahab Masters, First Director of Belisarius
    >> Anonymous 01/04/11(Tue)19:51 No.13400788
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    >> Anonymous 01/04/11(Tue)19:55 No.13400830
    Well as far as I can tell this game is dead and going nowhere. Thanks for the plot and setting of a campaign I've been itching to run.

    bump for the great justice, and self interest.
    >> Anonymous 01/04/11(Tue)20:11 No.13400996
         File1294189876.jpg-(231 KB, 600x450, 1293236376450.jpg)
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    This thread must live!

    Okay, let's try to do something with this.

    I cannot into computer so unless someone is feeling dedicated I doubt a SS13 mod would work out. So PnP is our best bet. What system would be best, for a start? DH maybe for the high fatality? CoC for investigator shit and insanity? I'm not familiar with too many of the other systems.
    >> Anonymous 01/04/11(Tue)20:35 No.13401293
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    bump
    >> Anonymous 01/04/11(Tue)20:37 No.13401326
    Why do you guys get to have nice things? ;_;

    /v/ here; there's ANOTHER team (read: single guy) working on it, except he's doing it as a text-based game.

    http://pressuretext.blogspot.com/

    There's a VERY short demo out already, but at least he updates at a decent pace.
    >> Anonymous 01/04/11(Tue)21:30 No.13402042
    >>13400643
    I actually find this a bit disturbing just to think how deep the water is.
    >> Anonymous 01/04/11(Tue)21:32 No.13402060
    >>13401326
    Because you turn everything into platform-fanboy faggotry.
    >> Anonymous 01/04/11(Tue)21:36 No.13402121
    >>13402042
    it gets worse when you realize with have no clue what is actually down there
    >> Anonymous 01/04/11(Tue)21:44 No.13402226
    >>13402121
    we have*
    >> Anonymous 01/04/11(Tue)22:08 No.13402522
    >>13402121
    I will never

    ever

    swim in open water.
    >> S.T.A.L.K.E.R. 01/04/11(Tue)22:12 No.13402574
    >>13401326
    >text-based
    Might be fun.
    >>13398336
    Oh yeah the turret. Just no.
    >> Anonymous 01/04/11(Tue)22:14 No.13402598
    >>13402522
    It's actually not that bad.

    Everything that lives that far down, doesn't like to come up to the surface. You have more to worry about from box jellies, or schools of voracious humboldt squid. Of course, I wouldn't recommend diving with sharks...
    >> Anonymous 01/04/11(Tue)22:20 No.13402666
    A 100+ replies thread about undersea horrors and no one has mentioned The Bloop yet?

    Shame on you /tg/
    http://en.wikipedia.org/wiki/The_Bloop
    >> Anonymous 01/04/11(Tue)22:47 No.13403036
         File1294199270.jpg-(54 KB, 1232x689, ika introduction_1.jpg)
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    Just remember when the slithering horrors come from the murky depths of the sea to consume all of humanity, /tg/..

    JUST REMEMBER

    YOU WERE WARNED
    >> Anonymous 01/04/11(Tue)23:03 No.13403269
    http://pressuretext.blogspot.com/
    THIS LOOKS PROMISING.
    GIVE THIS GUY ATTENTION AND WORDS OF ENCOURAGEMENT, YOU BILGE RATS>
    OR I'LL KEELHAUL THE LOT OF YA!
    TO THE BRINY DEPTHS WITH YERS EYES!
    >> Anonymous 01/04/11(Tue)23:05 No.13403290
    >>13403269
    NOT MERS EYES!
    >> Anonymous 01/04/11(Tue)23:10 No.13403372
    >>13403290
    YES YUR EEEYEEEES
    'TIS THE ONLY THING THE FISHMEN WILL FIND OF YE~!!
    >> Anonymous 01/04/11(Tue)23:41 No.13403733
         File1294202491.gif-(1.9 MB, 300x238, 1290821117031.gif)
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    bumping the FUCK out of this thread.

    Seriously, nightmare fuel aside this has filled me with nerdy, nerdy passion.

    Don't really have any pics to contribute on the "giant sea-monsters" or "living nightmare fuel" front, but here's a manatee!
    yaaay!
    >> Anonymous 01/05/11(Wed)01:23 No.13404935
         File1294208631.jpg-(223 KB, 612x792, 1292545604069.jpg)
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    bump from the depths!
    >> Anonymous 01/05/11(Wed)03:27 No.13406047
    >>13402666
    i fucking hate you, im to scared to listen to the audio cus its realy late at night
    >> Forever Boned 01/05/11(Wed)03:29 No.13406070
    I'd be okay with this even if it were a roguelike.

    But I would only play it if it was with a texture pack. Deal with it faggots.
    >> Forever Boned 01/05/11(Wed)03:36 No.13406134
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    "Hey Ecco, show me how high you can jump!"
    >> Anonymous 01/05/11(Wed)03:37 No.13406150
    >>13400830
    LOL LET'S ALL PLAY THIS NOW. BIOSHOCK. THIS GAME HE'S DESCRIBED IS BIOSHOCK FFS.
    >> Anonymous 01/05/11(Wed)03:38 No.13406161
    LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK LOL IT'S BIOSHOCK
    >> Anonymous 01/05/11(Wed)08:08 No.13407193
         File1294232930.jpg-(492 KB, 1404x1200, 1293746855484.jpg)
    492 KB
    bump
    mind the trolls
    >> Anonymous 01/05/11(Wed)08:24 No.13407231
         File1294233883.jpg-(16 KB, 467x148, chesterfield close.jpg)
    16 KB
    Not even trolling. Observe;
    >>The idea is basically CoC (or Arkham Horror) but set in an underwater research facility
    >>a group of scientists/researchers/engineers/other inhabitants
    >>disaster
    >>PRESSURE is a first-person underwater disaster/survival horror simulation
    >>a cinematic experience
    >>PRESSURE takes place in the deep-sea facility
    >>a secret zoological research lab over two miles beneath the surface of the Pacific Ocean
    >>simple weapons, ranging from deep-sea suits and harpoon guns to neutralizing chemical foams and shock grenades
    >>...the strange new aquatic lab specimens have broken free and are wreaking havoc from inside.

    Though to be honest, even after my harsh reception, this would've made a FAR better game than Bioshock. But good luck with copyrights. So I stand by what I said, and what the judges will likely say.

    LOL IT'S BIOSHOCK.

    Pic unrelated. It's just some fucking gorgeous Chesterfield.
    >> Anonymous 01/05/11(Wed)08:38 No.13407284
    So OP, what's the issue you're looking for help with here? You have the list of potential disasters and complications, right? You have a list of professions, yeah?

    Have players choose their professions (or double-class, if you have three players,) give them a pool of skill points, let them apply them to each skill within that profession.

    Draw up a base on paper. Bonus points if you draw sections of the base, divide them into groups (hall, pressurization chamber, interior structure, exterior structure,) and plop them down randomly on the table.

    Let d20 rolls (augmented by their skill level) determine success/ability in situations, and have a fun time.
    >> Anonymous 01/05/11(Wed)09:49 No.13407549
    >>13407284
    Well, then let's work out the remaining bits of crunch.
    What kind of skills should we incorporate?
    Most would probably be variations of survival and physical skills and some technical and maintenance skills as well as some combat related ones perhaps.

    Is there another system with a skill set with a heavy emphasis of survival?

    Potential Skills:
    Swim
    First Aid (Wounds, Illness, Fracture)
    Surgery
    Chemical Synthesis
    Psychology
    Interrogation/Sense Motive
    Concentration
    Move Silently
    Hide
    Computers
    Submersible Piloting
    Heavy Machinery
    Engineering
    Perception

    The list goes on...
    >> Anonymous 01/05/11(Wed)11:09 No.13407952
    Alright the most feasible way to accomplish this would be to do it as an arkham horror style board - a map representing a number of locations with varying effects. To represny the dynamic environment, we have a stack of location cards and a stack of disaster cards. At the beginning of each turn flip a location and a disaster. Each disaster card has a generalized disaster and a location specific disaster. If you flip the specified location, that special (and likely more deadly) disaster happens - otherwise the generalized disaster occurs.
    >> Anonymous 01/05/11(Wed)11:27 No.13407963
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    >>13406161
    >>13406150
    It's like I'm really in /v/!
    >> Anonymous 01/05/11(Wed)12:02 No.13408002
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    >>13407952
    While these seems several kinds of awesome, it also seems like a shitload of work both to create and to play.

    Also, though I know nothing of the system or setting, would this project fit in well with Blue Planet?

    http://www.redbrick-limited.com/cms/index.php?categoryid=20
    >> !!oBiwiSSOFOt 01/05/11(Wed)13:02 No.13408374
    >>13407284 here

    OP, you (or someone) got what I was talking about with the locations. If you actually want to tinker with the notion, throw me an email and we can talk up an ideaabout a tabletop Pressure riff. Could be fun.

    And besides, it's not like we could do worse than all the /v/ attempts.
    >> Anonymous 01/05/11(Wed)13:04 No.13408395
    >>13407963 It's like I'm really in /v/!

    Sorry, no. I don't see anyone flooding CP and scat porn.
    >> Nerdbomb 01/05/11(Wed)13:05 No.13408407
         File1294250748.jpg-(33 KB, 256x350, Hydrophobia_cover.jpg)
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    Anybody play Hydrophobia on XBLA?
    The trial was ass but with nice water effects. Similar to Pressure in the "sinking ship" aspect, but not so much with the sandbox gameplay or lurking horrors.
    >> !!oBiwiSSOFOt 01/05/11(Wed)13:16 No.13408511
    >>13408395
    /v/'s not REALLY that bad. I mean, they're bad, and it's trap central (unless you're into that, no judgment,) but you'd be surprised. It has the potential to be a decent place.

    A I love swype for texting, but fuck long posts.
    >> Anonymous 01/05/11(Wed)13:19 No.13408546
    For a PnP feel, you could just have tables of rooms, events for rooms, items found in rooms, etc. all determined by regular playing cards, dealt face down or however. I'm leaning much more for PnP game, but...

    a simple method of randomizing could utilize room tiles that fit in nearly any configuration: engine room, library, cafeteria, etc.
    >> Anonymous 01/05/11(Wed)13:20 No.13408554
    >>13407952
    Further thoughts: have a deck of monster cards. But we don't want to just shove them into play - like any good horror game, anticipation is key. Thus, we instead place monster cards face down, in a space representing tue waters outside ("the murk" or something). The creatures lurk about out there, only interacting with individuals foolish enough to go for a swim. However, various disaster cards can slowly brig them in closer to the board. If it's necessary, smaller creatures (maybe like that plant mentioned above) could be created directly by disasters, though this should be somewhat sparse.

    Speaking of disasters, some more thoughts on those. Disasters should modify the terrain so as to keep the game dynamic. However, they need to be more varied than just 'you can't go this way'. As such, they should inflict a variety of conditions upon locations. For instance, a 'lights out' could add penalties to various skills (unless you have a light with you - item cards) and also interact with specific monsters like the otherwise harmless plant. Conditions could range from generic to location specific (representing specific malfunctions an hazards of that area).
    >> Anonymous 01/05/11(Wed)13:22 No.13408577
    >>13408546
    Oh, and randomized room configuration could be cool. Use tiles ala the zombie series to create a dynamic environment. However that might be a bit much, rather labor intensive.
    >> Anonymous 01/05/11(Wed)13:23 No.13408584
    >>13397665

    Shit bro, you have no idea how amusing it is to watch videos of yourself playing horror.
    >> !!oBiwiSSOFOt 01/05/11(Wed)13:38 No.13408713
    >>13408577
    Zombies-esque was what I was thinking. (Bonus points for a "hard mode" that lets you place rooms when you open the door to them, though I hate using "amnesia"as a reason the player wouldn't know it. But that or "new guy lol" would work.)

    In addition a die roll modified by room conditions could determine if disaster strikes. And you could easily do different monster classes for room size.

    As for room placement, an assumed 3d structure allows for overlapping with little worry about rooms colliding without having to standardize room size. Because that would suck.
    >> Anonymous 01/05/11(Wed)13:46 No.13408809
    >>13408713
    I think it's assumed disaster will strike, die roll or no. Making a once a turn (or more given certain conditions) flip of the disaster cards is fine, unless that makes them pile up too fast (though I think many of the disaster cards wouldn't be too super dangerous).

    Allowing the player to make certain skill checks to resolve disasters would be cool though.
    >> Anonymous 01/05/11(Wed)13:51 No.13408862
    >>13408809
    Oh and to represnt the safety or lack thereof of certain rooms wecan tailor the frequency of specific location disasters mentioning that card.
    >> !!oBiwiSSOFOt 01/05/11(Wed)13:54 No.13408890
    >>13408809
    I like the idea of the tension, however. "Will the shit hit the fan?!" To assume disaster at every step and require it be dealt with now makes it more a board game than tabletop, in my eyes, but there's nothing wrong with that. Just a note.

    But then, maybe it should be event cards, rather than disaster, with a few positives and even some blanks?
    >> Anonymous 01/05/11(Wed)14:03 No.13408993
    >>13408890
    Well that IS what I'm talking about - a board game in the style of arkham horror.

    But making a few of the cards not disasters is a possibility, though I think it'd make it less frantic. I think the tension would mostly come from the possibility of the location card matching the disaster location which could carry some bad shot, but still, it's worth considering.
    >> !!oBiwiSSOFOt 01/05/11(Wed)14:13 No.13409102
    >>13408993
    Admittedly I don't know Arkham. I'll look it up when I get home. And now sir/mdm, I'm out. Feel free to email.
    >> Anonymous 01/05/11(Wed)18:27 No.13410820
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    Bump in the night for the strange, frightening and awesome thoughts that lie here.
    >> DrDinosaur !!OMlrWYftUZi 01/05/11(Wed)18:47 No.13411064
    Hey /tg/. Guy making the text adventure here.
    Awesome thread. You guys rock.
    I'm going to be releasing a second demo soon, just as soon as I can get a map done.
    >> Anonymous 01/05/11(Wed)18:53 No.13411132
         File1294271582.gif-(1.25 MB, 312x176, Yeahhhhhhhhh.gif)
    1.25 MB
    >>13411064
    Who's awesome?
    You're awesome.
    >> Anonymous 01/05/11(Wed)22:59 No.13413902
    This has to be one of the BGMs for the game and will randomly place across monitors in the facility and places in it will actually look like places in the video.
    Related link > http://www.youtube.com/watch?v=Iyv905Q2omU
    >> Mr Kroot !.Ky/wrglhw 01/05/11(Wed)23:06 No.13413971
    A person in my group is terrified of two things:
    Sharks and ghosts. He has never heard of HP Lovecraft. This would make him leave the table.
    >> Anonymous 01/06/11(Thu)01:36 No.13415164
         File1294295790.png-(2.34 MB, 1748x2480, 1292885057446.png)
    2.34 MB
    bump with the terror of the deep
    >> Anonymous 01/06/11(Thu)09:02 No.13418108
         File1294322522.jpg-(538 KB, 983x675, 1292544553250.jpg)
    538 KB
    bump
    >> S.T.A.L.K.E.R. 01/06/11(Thu)09:08 No.13418151
    Wow this thread is still here. Terror from the deep.
    >> Nerdbomb 01/06/11(Thu)12:08 No.13419246
    bump
    >> !!oBiwiSSOFOt 01/06/11(Thu)12:11 No.13419259
    Wow indeed. ... I may want to kick this around just for myself. Could be fun.
    >> Anonymous 01/06/11(Thu)13:07 No.13419605
         File1294337232.jpg-(117 KB, 623x800, 1291155336114.jpg)
    117 KB
    Rise and Rise again



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