FEEDBACK on some of the Entities and Mechanics in my up-coming ROOMS game! [DEVLOG]

I made some unique entities for my ROOMS inspired game, and I would like some feedback on their mechanics.

Rooms: Reconstruction

Major Entities:

The entities you will see/encounter the most and play a larger role.

A-20

Makes a slightly quiet sound that alerts a player of its arrival. After a few seconds, A-20 will come slowly through rooms until it reaches the last un-opened door. If a player is seen, they will instantly be killed. A-20 is the slowest of them all. He will always spawn 5 rooms behind the current one.

A-60

Makes a very quiet and hardly noticeable static sound that can notify players of his approach. After a few seconds, A-60 will come extremely fast towards the furthest un-opened room. He makes loud screaming and distorted sounds, as well as a slightly quieter static effect. He has a kill radius of 50, meaning it is extremely hard to avoid him without hiding in a locker. If a player is caught, they are instantly killed. A-60 also breaks down the door and generates the next room. A-60 spawns after room 60. A-60 will always spawn 35 rooms behind the current one.

A-85 (currently removed, being reworked)

A-85 does NOT make a hint or sound that queues his arrival. Instead, you will hear his low groaning sound as he starts to rush towards the opened rooms. He has the same kill radius as A-60. After reaching the furthest un-opened room, he will pause for a second before rebounding backwards. This is an attempt to bait players to leave lockers. He rebounds twice before reaching the furthest un-opened door, and then he despawns. Anyone caught in his path is immediately killed. He does NOT break down doors on his exit. A-85 will always spawn 35 rooms behind the current one.

A-120

A loud drumming sound announces his arrival. After a few seconds, A-120 will start advancing towards the furthest un-opened room. This entity has one of the most unique mechanics in the game. After he reaches the door, he will begin checking grey lockers for players. He will only check 2 rooms behind the furthest un-opened one. If a player is hiding in a grey locker when its checked, they will be killed. If a player is not in a locker, but A-120 sees them, they will die immediately as well. A-120 does NOT check blue or (more rarely) green lockers. A-120 does NOT break down doors on his exit. A-120 will check all grey variant lockers, including Heavy Lockers. A-120 spawns after room 120. A-120 will always spawn 20 rooms behind the current one.

A-200

When a player opens a room, A-200 will spawn in THAT current room. He will wait six seconds for players to hide or get out of his range. He will then rush backwards, instantly killing anyone in his range. A-200 does NOT break down doors. Scopophobia will not occur when A-200 has spawned (for balancing purposes). He starts spawning after room 200.

Minor Entities

These are usually not as important as the major entities but might still play a role in the flow of the game.

Scopophobia

(This is NOT an entity or “deity”, but rather a status the player gets.) After being in a locker for too long, you screen will start to fade. Along with harsh breathing and flashes of text saying:

  • “GET OUT.”
  • “GO.”
  • “LEAVE.”
  • “I WILL DIE.”
  • “I NEED TO LEAVE.”

The longer the player is in there, the more damage they will start to take. This does not force players out of lockers, as this is not an entity. It is the player’s own choice to suffer. Scopophobia, as stated before, will not occur during certain entity attacks.

This is sometimes referred to as A-100. Even though it isn’t an entity.

Scopophobia can be deadly, as regen is not included in the games mechanics.

A-15

A-15: Has a 1 in 200 chance to spawn in the middle of the door to the entrance of a generated room. Acts as a jumpscare. He has a high chance to spawn after room 15, but has a small chance to spawn before.

Lockers

The main hiding spots inside the game.

Grey Lockers

The most common type of locker. It is in (almost) every room inside the A section. It is also the most reliable locker, as they are always functional. However, it is not the safest from entities who check certain lockers.

Blue Lockers

An uncommon locker inside the A section. It spawns in some rooms, with each rooms having at least 1 blue locker. Blue Lockers are safe from A-120 attacks.

Green Lockers

A rare locker inside the A section. Few rooms will spawn with this locker. This locker is invulnerable to all entity attacks. This locker is useful in a pinch, or when no blue lockers are around. However, there is a 35% chance for this locker to be smashed and dented, meaning it is not a valid hiding spot.

Sections:

Sections are the different areas players travel through. (Think of floors from DOORS. The Hotel, The Mines, etc.)

A Section (The Office)

An area representing that of an office/modern building.

Unnamed B Section

This section is accessible to all players. However, if a player has beaten the A Section prior to playing this section, they get benefits.

Final Things:

After Death

He will always respond after death. Even if the cause is natural.

  • Falling into a pit.
  • Jumping into a fire.
  • Impaled by a spike.
  • Stepping on a landmine.
  • Getting electrocuted.
  • Etc, etc
Lore

The player is canonically atheist. They stumble upon an abandoned facility that seems to warp reality. They struggle to think that this place is even real. Various entities lurk and chase after the player, with unknown motives and intense fury. Coming again and again, as if preventing the player from reaching something.

A voice speaks from somewhere far away. You aren’t sure what is. Could it be?

(This is a very shortened and dummed down version of the games lore.)

The Great Outage

100 rooms into the A-Section, all rooms ahead will become increasingly dark. Each room will get darker and darker. Upon entering the 100th room, it says “A shiver runs down your spine.” This emphasizes the intensity and eerieness ahead. Along with that, Scopophobia will now attack if a player is hiding for too long.

A-60 Voicelines

A-60 is one of the only entities who communicate to the player.

Spawning:

  • Heads up.
  • Look behind you.
  • Coming through!
  • I see you.
  • Think fast.

Despawning:

  • Nice to see you again.
  • WE BOTH DIE TONIGHT.
  • Fate cannot be escaped.
  • COWARD.
  • Did I scare you?
  • I will do this again, again, and again. (Reference to Roblox: Pressure)

Game Page: Rooms: Reconstruction - Roblox
Group: .connect - Roblox

I would enjoy some feedback and/or suggestions! Thanks for reading!

5 Likes

Some feedback would be great

Sound cool, but have you actually made the entities in studio yet? Because i wanna see images/videos of them if possible

Also an idea to make the text more readable is putting each entity description in a drop down like this:

Entity name

Entity details blah blah blah

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I can sure you what they look like. Just not what game looks like because I’m trying to keep it a little hidden, especially from my group members.

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A-25 (outdated)


A-60

(A-60 has custom effects and sounds in-game, but this is the base form.

3 Likes

VFX Designer approves of this VFX :+1:

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Thanks!

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I added them, thanks.

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I added some new categories if you would like to read them :slight_smile:

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Nice idea! I am currently trying to make a rooms game of my own, even though I am having some trouble on the pathfinding. Can I see the designs of the rooms?

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I would, but I can’t. I just don’t want to spoil the game for my groups members. Maybe in a couple of days I can reveal some of the game, but for now, it’s hidden.

Cool! I hope it goes well. May I ask what the game is called? Also, for my entity system, I just use waypoints and move the entity’s CFrame along them. This is similar to DOORS and Pressure. My 3D and chasing entities have to use pathfinding, which is such a pain in the butt. You spend hours making the system, then it breaks or is inaccurate, and you spend another couple hours debugging and having to resort to ChatGPT who is never actually helpful with anything.

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The game is called Undisclosed Rooms. I haven’t released it yet, because it’s still in heavy W.I.P. Also, I have a question about the entity system. Have you found a way to move them towards the current opened room? Because the system kept bugging every time, where it would just stop at the door lol. Just like you, I used ChatGPT to help me try to solve that problem… but it rarely helps. Btw I really like the entity designs, and I have a concept of one entity you could put in your game.

2 Likes

I wanna know what the concept of the entity is!

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I’m not currently at my computer right now, but I’ll show you some bits of my code soon. Throw all the concepts at me! I enjoy all ideas! Also the entity designs are very outdated (the two I showed), because I’ve updated them quite a bit.

My concept of an entity is called A-150 (Delirio). This is another status the player can get. Basically, a client sided entity spawns from a-150 to a-300. It warps and contorts your screen, confusing you and disorientating you. Its goal is to set you up for failure. Basically, it plays Fakeout sounds from other entities while playing whispered audio to confuse you. Some text in the screen could say:

“RUN AWAY” or “BEHIND YOU” or “WATCH OUT”, “DREAD IS COMING” and this can build up in your screen limiting your view. If you die to an entity while A-150 is active, the dying message would say: “Delirio was the cause of your demise.” “Sometimes, not every threat can be physical. Some can live in your mind.”

To survive it, hide in a grey locker for 5 seconds. Then it will slowly fade out and the gameplay will return to normal. But you will have to be careful, because this can give a chance for Scopophobia to attack.

2 Likes

This is a great idea.! However, a-150 just sounds to extreme. Scopophobia starts affecting the player after door 100. So I think A-170, would be a could starting point for it. I feel like this should be connected to my stamina system. Normally, when you run out for stamina, you screen blurs intensely and prevents you from regenerating your stamina for 5 seconds. So maybe after a-170, if you lose your stamina, a-170 can spawn and start attacking and pressuring you. Or it could normally in some rooms.

Thanks for the concept! I might make this a more physical entity, maybe a 3D humanoid. That is like an illusion or something.

Also, the thing that speaks to you after death is named Origin. It makes more sincere messages to the player. Instead of just saying, “You died to A-170. Suck it up. Info, info, and more info. Good bye.” It includes things like “Don’t give up” and “You got so far”.

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When? I kinda want to see some

Dread, the entity that spawns if you wait for a whole hour in a room in DOORS?

[spoiler]

lol
[/spoiler]

Also i have an idea for an entity, A-435, so, you hear a very quiet sound (idk what the sound will be), and then a few seconds later the sound gets a LOT louder, REALLY quickly, and then it comes rushing through the room youre in, breaks down the door of the room youre in, AND the next room. It then stands still when it gets to the third door, and rushes backwards, and then rebounds 5 times, very, VERY, VERY fast.
(its all the way at 435 because its gonna be a hard entity) (also its purple with lightning)

Thanks for the concept. However, I probably will not do extra entities past like 200. After door 300-ish, no newer entities will spawn. Instead, all of the other entities will spawn together until room 1000.

Example:
A-20
A-60
A-85
A-100 (The Great Outage)
A-120
A-175
A-200
(New entities stop spawning, and all entities will spawn more frequently until 1000)

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So can it be something above 200 but below 300?

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Yes.

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