So, I’ve gotten a bit bored, and I’ve been a bit intrigued by the backrooms hype. Now, I personally despise the idea of just copying the same trend that goes around on Roblox, thus I decided to take a different stance, rather than the generic Level-0 map.
Keep in mind, what I’m about to show isn’t the final product, but rather a little taste of what it would look like. So, preferably give me feedback, ideas, et cetera.
I like the idea! Definitely more creative then the original yellow walls, florescent lights style. It also looks good too. If you are going for a more horror turn I suggest maybe adding a bit of something to the walls such as decay, plant growth, cracks, etc. Maybe you could change the sky a bit too because it makes it a bit calm and happy. If you’re going for just the infinite part of the backrooms and not the horror part, I would definitely suggest some plant growth along the walls with maybe some flowers. Other than it looks great! Great job!
It’s very refreshing to see what real inspiration is—not copying entire chunks, but rather taking elements from the original and reconfiguring them to make a unique new concept.
If this is supposed to be a horror game, I’d suggest trying to make the map look sort of paranormal; I think it would be cool to make use of some kind of effect to cause the buildings to appear almost infinitely tall. Some other ideas are to use a mild colour correction effect or change the skybox to give it some atmosphere.
Firstly, to those who have given their opinions, thank you.
Subsequently, I believe I have an idea where this project will head a bit. I’ve expanded past the spawn area, and finally constructed a bit of alleyways that the game is supposed to be based around. The lighting has been adjusted, a quick sound ambience was added, and overall, I’m considering a lot of ideas.
The player could be an explorer in abandoned urban areas, finding this area that is known as ‘The Alleyways’.
Upon the first observations made throughout ‘The Alleyways’, the surroundings could be generally deemed as normal.
Black and white graffiti could appear in moments of when the player’s sanity is low. These symbols/messages could represents guides for the player.
Additionally, these graffiti could represent two different voices/beings. At first, they may appear to have the same type of advice, but as you further explore ‘The Alleyways’, they deviate from the opposing voice/being’s idea. I.e, the black graffiti would tell the player to go one way, whilst the white graffiti would guide them toward the polar opposite way.
Lastly, from what I’ve gathered, the further we progress within ‘The Alleyways’, the more paranormal or anomalous activity we see. For instance, near our spawn, we could see a simple tree with nothing irregular. But, say we travel quite far within ‘The Alleyways’, we would then be able to examine a tree that is upside-down. I also have a few more ideas regarding this aspect.
Overall, your continuation of thoughts, ideas, and advice would be greatly appreciated.
This is genius! I love this whole idea, It’s amazing! One voice could say do this and the other say something else. Incredible! I also like the gate, that’s pretty cool looking. Are you going to have a set map or will it be infinite. If it’s infinite will it be different for each player?
I recently got inspired by this and made my own little backrooms game just for myself. It’s not really original like yours but I still put my own spark to the designs. This is really incredible, keep it up!
I’m going to have a set map, but I believe what I’ll be leaning towards is the idea or perspective from the player that the Alleyways seems infinite. Subsequently, when progressing throughout the Alleyways, it’ll essentially be a multiple-choice path that can lead to several endings.
Additional work has been done to improve the environment of the starting point, such as sound design, GUIs, and some more advancements towards building.
Gui definitely looks great, love the typing effect. I also like how the walls sometimes squish the player, it might be a tiny bit too much squishing though. I do have mixed feelings about the car. I like it, but it also makes the player or at least me feel a bit less alone and isolated. That might just be me though. The walls probably need to be a little taller. for it to feel like a city alleyway if that’s what you’re going for. Other than that, looks great!
Yes, overall, my prior thoughts to actually creating the Alleyways was to enforce the idea of very slim alleys that the player would have to inch their way across. Regarding your statement of the excessive amount of squishing, however, I do agree with. What I might do to assist upon what looks quite glitchy is to add a scripted mechanic that allows you to inch your way across.
I will mention that this area is quite near the actual entrance of the Alleyways. So, you can envision this as the only person you’ll see for a while. The only other actual entities you’ll see within the Alleyways are the spirits I’ve discussed in prior posts. Regardless, I understand your thoughts, and it’s fortunate that I’ll be mainly making the Alleyways desolate.
Yes, precisely. Though, I don’t believe it’d be a good idea to start off immediately with the tall buildings just yet, as you’ve just entered the Alleyways. I want a way to draw the player in, without getting to the more horror-like elements immediately.
It looks a bit plain without decorations (supporting @Ch_0q’s point). Add more texture to the buildings as well. On the other hand, the way you build it looks great!
Secondly, yes, I will plan to add more details throughout the game. However, I’m currently at a phase where I’m still planning designs for maps, so at the moment, you’ll have the simple layout of the brick layers, concrete layers, and windows.
Additionally, I’ve already gotten great ideas regarding environments building with the Alleyways. Barrels, more nature, wooden crates, perhaps inside environments. Anomalous environments would also be quite entertaining to create as well, for I have quite a few in mind already. I’ve even considered adding a short area where the player would have to submerge themselves within a sewer path to get to another point of the Alleyways.
Regardless, your astute point is one that holds value with the future of the development, and for that aspect, I appreciate your feedback most definitely.