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Well, after mentioning it in the October goals thread, I think it is time to finally introduce the concept I have been working on the past two weeks.
So, let's begin!
Genre: (Action) Horror Survival in a relatively modern environment
Introduction
All he wanted was to start over. Owen Andrews grew up in Cindervale and has always been fond of his childhood memories. Now that he is back, the comfort and safety of his former hometown seem farther away than ever and long forgotten memories have returned to haunt him. Trapped within the well known streets of his past, Owen needs to remember what brought him here in the first place.
Aberrating Light is probably best described as my love letter to Silent Hill. You’ll find some similarities such as the nightmare mode that turns the already eerie town of Cindervale into living Hell for Owen, but I’m really excited to add more features to the game which I will gradually introduce as I design and implement them into the prototype.
Gameplay
Prototype Link
Currently built with RTP assets, only to demonstrate functionality:
->Download here<-
Currently implemented:
Special thanks to @samkfj and @8bitBartabas for tons of help, input, feedback, ideas and being an awesome source of motivation in general!
Questions?
Some of you might have noticed, that I already have a game idea posted on this forum. That is correct and the project is not abandoned. It is just that, after spending the past days concepting and prototyping, and after comparing the game designs in their current states, I decided to push Aberrating Light some more since it is a lot smaller in scope. A LOT!
So, let's begin!
Genre: (Action) Horror Survival in a relatively modern environment
Introduction
All he wanted was to start over. Owen Andrews grew up in Cindervale and has always been fond of his childhood memories. Now that he is back, the comfort and safety of his former hometown seem farther away than ever and long forgotten memories have returned to haunt him. Trapped within the well known streets of his past, Owen needs to remember what brought him here in the first place.
Aberrating Light is probably best described as my love letter to Silent Hill. You’ll find some similarities such as the nightmare mode that turns the already eerie town of Cindervale into living Hell for Owen, but I’m really excited to add more features to the game which I will gradually introduce as I design and implement them into the prototype.
Gameplay
Sanity
Owens most valuable resource is his sanity. While he is in Cindervale his sanity will constantly drop. Not maintaining a regular schedule of sleeping and eating will cause his sanity to drop faster. So does walking around at night and each encounter with the horrors of Cindervale. Once Sanity drops too low, Owen goes temporarily insane, changing the already distorted image of Cindervale into a feverish nightmare. Experiencing such an episode will cause Owen to eventually collapse and wake up with some of his Sanity restored. Sanity can be restored through a variety of other ways, each more or less effective but not always accessible.
Health
Getting into a fight with one of the creatures of Cindervale can result in a temporary loss of Health. It can be restored with medication or sleep or just over time. If Owen gets knocked out he’ll wake up in a safe place with some of his Sanity gone. Owen can permanently lose some of his maximum health when walking through the town carelessly and getting a serious injury.
Sleep
Maintaining a regular sleep schedule will help Owen to stay sane. Staying awake for longer than 16 hours will result in a faster loss of sanity. A good night's sleep will be 8 hours long but Owen can also take just a 2 hour nap. Going to sleep shortly after getting up will count as slacking and also have negative effects on his sanity. Sleeping requires a bed, couch or similar option.
Nourishment
Eating on a regular basis helps Owen to stay sane. Nourishment can be ignored for quite awhile but to be most effective for his sanity, eating every 3-5 hours would be best. Different foods may have different effects. Overeating will have negative effects.
Owens most valuable resource is his sanity. While he is in Cindervale his sanity will constantly drop. Not maintaining a regular schedule of sleeping and eating will cause his sanity to drop faster. So does walking around at night and each encounter with the horrors of Cindervale. Once Sanity drops too low, Owen goes temporarily insane, changing the already distorted image of Cindervale into a feverish nightmare. Experiencing such an episode will cause Owen to eventually collapse and wake up with some of his Sanity restored. Sanity can be restored through a variety of other ways, each more or less effective but not always accessible.
Health
Getting into a fight with one of the creatures of Cindervale can result in a temporary loss of Health. It can be restored with medication or sleep or just over time. If Owen gets knocked out he’ll wake up in a safe place with some of his Sanity gone. Owen can permanently lose some of his maximum health when walking through the town carelessly and getting a serious injury.
Sleep
Maintaining a regular sleep schedule will help Owen to stay sane. Staying awake for longer than 16 hours will result in a faster loss of sanity. A good night's sleep will be 8 hours long but Owen can also take just a 2 hour nap. Going to sleep shortly after getting up will count as slacking and also have negative effects on his sanity. Sleeping requires a bed, couch or similar option.
Nourishment
Eating on a regular basis helps Owen to stay sane. Nourishment can be ignored for quite awhile but to be most effective for his sanity, eating every 3-5 hours would be best. Different foods may have different effects. Overeating will have negative effects.
Item space is limited. There is only a certain amount of things Owen is able to carry but items can be found that increase Owens carrying capacity (like a backpack). Items can restore resources and/or needs, but some come with a penalty, are stationary or of limited use. You can find a list of their effects below.
Bed
Recovers sleep and sanity penalty free if used within the rule of the regular schedule
Regular food
Restores hunger and sanity when used within the rules of a regular schedule
Drink
Restore small amounts of hunger and sanity but can be used regardless of the last meal
Chips and chocolate
Restore a small around of hunger and a large amount of sanity but afterwards hunger will drop faster for a certain time
Music device
Recovers sanity (maybe over time while playing a fancy tune) but has limited use
Cigarettes
Restore a tiny amount of sanity
Alcohol
Temporarily restores a huge amount of sanity but also causes a huge drop afterwards and raises the need for nourishment
Newspaper
A gamble, good headlines restore sanity, bad headlines reduce sanity
Bed
Recovers sleep and sanity penalty free if used within the rule of the regular schedule
Regular food
Restores hunger and sanity when used within the rules of a regular schedule
Drink
Restore small amounts of hunger and sanity but can be used regardless of the last meal
Chips and chocolate
Restore a small around of hunger and a large amount of sanity but afterwards hunger will drop faster for a certain time
Music device
Recovers sanity (maybe over time while playing a fancy tune) but has limited use
Cigarettes
Restore a tiny amount of sanity
Alcohol
Temporarily restores a huge amount of sanity but also causes a huge drop afterwards and raises the need for nourishment
Newspaper
A gamble, good headlines restore sanity, bad headlines reduce sanity
Prototype Link
Currently built with RTP assets, only to demonstrate functionality:
->Download here<-
Currently implemented:
- Day & Night Cycle
- Sanity, Sleep and Nourishment drop
- Sanity drops faster when in high need of sleep and nourishment
- Sanity drops faster at night
- Icons indicate the degree of malnourishment/sleep deprivation once the needs have exceeded a healthy refill cycle
- Action battle system with one battle (attack with "y")
- debug/testing event: dog refills sleep, cat refills nourishment
- debug/testing setting: sleep and nourishment drop 6 times faster than normal
- Implement and test Items
- Implement and test nightmare mode
- Implement and test sanity drop rate on encounter
Khas
SumRndmDde
Quasi / Quxios
SumRndmDde
Quasi / Quxios
Special thanks to @samkfj and @8bitBartabas for tons of help, input, feedback, ideas and being an awesome source of motivation in general!
Questions?
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