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Creativity / Re: Game Design Megathread
« on: August 27, 2015, 09:28:02 AM »

4 way tetris game I'm involved in. Pretty addictive, surprisingly :o
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i sent you a friend request on steam, and i want to get involvedThanks! I'll accept you when I get home.
More spooky athmosphere would fit, and perhaps let players who are dead posess furniture which they can then move around in and block the path of another person.I already "sort of" covered atmosphere. All rooms have an ambient track playing, and some also have gamaphone music.
Also let there be a room that can only be accessed after a lot of turns have passed, and in that room is a monster which will hunt and kill all players, it would be intended to end a game that has gone on for to long, and in that room can also be some lore on the monster, but also let people turn off that feature entirely because i could imagine people not liking their games to end untill they've done all they wanted to do.
wait i reread the thread, consider this an alternate gamemode instead
If all players except one (for obvious reasons) accuse someone of the murderer and gather in a room, then perhaps the police can be called and they arrive in several turns. If the killer was correctly guessed, the innocent win; otherwise, the murderer wins.Breifcases normally spawn with either nothing in them or a usable item. Occasionally they are locked. A breifcase will never spawn with a timebomb already in it. The point of the game is to encourage players to experiment, not do it for them.
Also, at the moment it seems the briefcase is unconditionally bad. Maybe it can carry loot randomly, so players have an incentive to open it? If it carries the bomb, it goes off, otherwise they receive one or more items. It can be set down, too, in which case it kills any nearby players if it goes off.

Accidental innuendo is off the chartsNo means no, Racerboy.
I've told you time and time again that I do not wank to speak, show my face, or my body to you over skype or anything else.


A murder has occurred!
You and everyone else have gathered in the Dining Room. You are:
- Not the murderer.
- A doctor, meaning that you have the ability to heal other players without items, as well as inspect corpses.
- Carring certain medical items that go with your profession, some dangerous, some useful.
---------------------------
Other players are taking their first turns...
Samuel is holding something.
Samuel puts something away.
Samuel demands answers from Jack.
Since Jack hasn't even had a turn yet, this turns out to be a waste of time.
Samuel leaves the room.
Jack takes something off the table.
Jack leaves the room.
---------------------------
Begin your first turn.
You examine the body:
- You notice the victim is bruised around the head, but not cut - likley a blunt object.
- As a doctor, you can tell that this was a recent death, happening around a minute ago.
- Your medical skills also tell you that these wounds were inflicted by a skillet, or frying pan.
You examine Ben.
He is:
- Not carrying anything you can see, though his coat bulges a little.
- Not holding anything in his hands.
- Grinning maniacally.
You take an umbrella from the umbrella stand.
You examine your umbrella. You notice several things:
- It is not threatening, and will not alert other players when you hold it.
- It is very visible; other players that examine you or see you with it out will know that you are carrying it.
- You would probably have difficulty defending yourself with it.
You enter the Kitchen.
Jack is in here.
Your turn ends.
---------------------------
Other players are taking their turns...
Jack takes something from the fridge.
Jack eats something.
Jack takes something from the fridge.
Jack turns towards you. You can now see he is holding a burger.
Jack eats a burger.
Jack takes something from the fridge.
Samuel enters.
Samuel examines you. He doesn't seem to notice anything interesting.
Samuel questions you. What do you tell him?
You tell Samuel your medical findings.
You tell Samuel that you don't know anything else.
As Jack is nearby, he can hear your conversation.
Samuel gives you a walkie talkie.
You can now track and converse with Samuel as if he was in the room with you.
---------------------------
It's your turn.
You enter the Dining Room.
You are alone.
You enter the Lobby.
You are alone.
You take some paper from the floor.
It reads: "Samuel is a detective, so he can tell when people are lying or withholding sensitive information."
There is a loud noise upstairs; sort of like a thumping sound.
Your turn ends.
---------------------------
Other players are taking their turns...
---------------------------
It's your turn.
You try to enter another room, but this door is locked.
You examine the door. You notice:
- The door is not sturdy, and could be knocked down or pried open with the right tools.
- The door has no signs on it stating where it leads.
- The door requires a key to open it without causing damage.
You ask Samuel if he's seen a key. He says no.
Trying a different door, you enter the Upstairs Coridoor.
You are alone.
Your turn ends.
---------------------------
Other players are taking their turns...
Ben enters the room. He is carrying a set of keys.
Ben leaves the room.
Jack enters the room.
Jack is carrying a crowbar.
Jack leaves the room.
---------------------------
It's your turn.
You enter the left bedroom.
Ben is in here.
Ben is carrying a breifcase.
You ask Ben if he's seen anything.
Ben claims to not have seen anything.
You ask Ben about the breifcase.
Ben doesn't know anything.
You take a Skillet from the floor.
Your turn ends.
---------------------------
Other players are taking their turns...
Ben leaves the room.
There is a shrill scream from the Upstairs Coridoor.
---------------------------
It's your turn.
You enter the Upstairs Coridoor.
Jack's corpse and Samuel are in here.
You ask Samuel what happened to Jack.
Samuel says Ben killed Jack with a breifcase.
You give Samuel the Skillet.
You tell Samuel that you found the Skillet on Ben.
Your turn ends.
---------------------------
Other players are taking their turns...
Samuel gives you a breifcase.
Samuel leaves the room.
The walkie talkie connecting you to Samuel goes quiet.
---------------------------
It's your turn.
You enter the Lobby.
Ben and Samuel are in here.
Samuel is in bad shape.
Ben is holding a baseball bat!
Your turn ends.
---------------------------
Other players are taking their turns...
Ben tells you Samuel killed Jack in the coridoor.
Samuel attacks Ben.
Ben is injured.
---------------------------
It's your turn.
You attack Ben with the umbrella.
Ben is in bad shape.
You attack Ben with the umbrella.
Ben goes down.
Your turn ends.
---------------------------
Other players are taking their turns...
Samuel thanks you.
Samuel leaves the room.
---------------------------
It's your turn.
The breifcase you are holding explodes.
You are dead. Now spectating...
All innocents are now dead.
The murderer was Samuel.
Good game!
MURDER MANOR ONLINE ALPHA ITEM LIST WOOOOOOO
Grolly
Lockpick
Crowbar
Axe
Note
Hatchet
Ceremonial Sword
Syringe
Revolver
Cupcake
Breifcase
Time Bomb
Mr. Mean (spray bottle)
Iron Bar
Candlestick
Key
Knife
Concieled Knife
Pistol
Concieled Pistol
Cane
Medkit
Morphine
Pain Pills
Body Bag
Mallet
Sledgehammer
Fake Gun
Fake Knife
Fake Blood
Disguise
Metal Detector
Strongbox
Rubber Mallet
Water
Burger
Chicken Leg
Drink
Poison
Mop
Baton
Teleporter
Paint
Junk
Swag
Floor Polish
Automatic Turret
Crate
Monkey Wrench
Taser
CHARACTER CLASSES, RANDOMLY ASSIGNED
doctor - if this player is a doctor (can examine bodies in detail and heal people midway without medical tools)
detective - if this player is a detective (can detect lies and withheld info in conversations, starts with revolver)
theif - if this player is a theif (can pick locks, starts with random keys)
psycho - if this player is a psycho (double damage, starts with cupcake, screams on death)
hoarder - if this player is a hoarder (double inventory size, starts with junk, screams on death)
addict - if this player is an addict (can survive all poison, starts with syringe, screams on death)
spy - if this player is a spy (starts with unique disguise kit that other players can take)
hustler - if this player is a hustler (can convince players to give up items against their will)












