Brainstorming Help for Watchtower

h e y a

Guess what I need help with this time?

Your brain has decomposed completely from constant exposure to short-form content?

That’s ri–
Well, uh
That’s not really what I was going for, but that’s probably right

ANYWAY

I need help creating a security-camera-focused game–

Like FNAF?

NO
NOT LIKE FNAF,
I AM NOT RIPPING OFF FNAF
THERE ARE WAY TOO MANY FNAF RIPOFF GAMES
SHUT UP

I was just asking a question–

I said shut it, random bystander

Back to where we were before that guy interrupted–

I’m making a security camera game, and YES, UNFORTUNATELY, THE MECHANICS WILL BE A BIT LIKE FNAF

It’ll be set at a nature-reserve-kinda-place, in a watchtower. The cams reach outside the tower, into the forest, in the breakroom, and… yeah, I need like one more

Trouble is, I don’t want it to be like FNAF

Yeah I think everyone else noticed that

Josh give me strength

What I mean to say is, I need a game objective that you’re stalking the cams at 3 am for. There’s only going to be an eensy-weensy bit of psychological horror mixed into the game

(not enough to give the babies trauma, and no bad jumpscares 'cause I myself hate them)

so the objective can’t be hiding from demons or something.

How about you add a magical fantasy component?


Random bystander, that might be the smartest thing you’ve said all day
slaps table
OKAY, NEW IDEA!
You’re monitoring the forest for paranormal activity that’s been popping up lately.

But that’s not very mystical, magical–

NOBODY ASKED

So now we’re back to the problem of “Hey, this game uses slight horror and cameras, so FNAF-y”

Here’s a summary if you didn’t want to read random bystander’s stuff, which honestly I don’t blame you for–

I’m being bullied, aren’t I

A smarter person would’ve figured that out sooner ;p

IN SUMMARY:

  • I need help with how to make my game seem more separate from FNAF

  • I need a lore base for the game, as in why you were the one given this job, why you accepted it, etc. (AS FAR AWAY FROM FNAF AS POSSIBLE)

  • I need design ideas for the different camera zones, and ideas for the zones themselves

  • I need ideas for what sorts of paranormal activity pop up, and what you need to do,
    besides reporting it to a society you belong to (I need ideas for the society to, for that matter)

  • I need help shutting random bystander up

sad bystander noises

So, yeah, this topic is basically going to be a semi-organized brain dump
Thanks in advance!



Oh, and if nobody knows what I mean by “nature reserve watchtower,” it’s a bigger, more sophisticated version of this:

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[1] Yes sirrrrrrr!


  1. Oh yea, I hate that game. ↩︎

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FNAF is five nights at Freddy’s.

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Five Nights At Freddy’s.
It’s a very popular franchise.
Google it and you’ll see what I mean, lol.

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Make a uh… entity ig?

That you occasionally see in the cameras around the watchtower.

You have to go outside and wave a flashlight at it, if you don’t they make the cameras go static, and you have to leave the watchtower and go to the generator/electronics area like 30 feet away from the watchtower to fix the cameras.

Which is where the other entities/things will come into play.

Edit - Lore :D,

You went broke after buying so many Labubu’s (jk, your broke from like, gambling or something). One day you find a mysterious pamphlet in your mailbox, the job pays $300,000 so you take the job. Via website? Or letter idk. The next day two mysterious individuals arrive at your door, the moment you open the door they grab you and put a bag over your head. After a few hours you wake up in a watchtower in a place you have never seen before with all the food and water you would need for a week.

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Instead of a pizzeria, its a place where you feel like a trapped rat…
The first one is The Cold Server Room a endless row of blinking lights, weird figures, the anomalies is the lights turn on and off in a pattern, and barriers that look like screens show messages to you.
Another idea is The Observation Deck which is a glass wall, you can use barriers for making that, and the anomalies is you see your reflection even when you are not looking at it, this is a bit hard to make, but certainly possible.
The 3rd place is The Spooky Library, it looks like a old dusty room, with green furniture, the anomaly is books falling off the shelves, and chairs randomly move.

Um, the OP specified that you are in a watchtower? In a forest?

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Really? I did not read the whole thing, but I hope my ideas can still help your game.

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Love the sound of good lore concepts, will definitely write something for this in the next week if I’m not swallowed by a blizzard and homework tomorrow. In the meantime, I would suggest having a camera in a rundown shed containing a rundown diesel generator powering your tower, a camera in a nearby cave entrance to an underground river system feeding a lake at base of the valley your tower overlooks, and cameras at campsites in various states of occupation and disrepair.

As objectives, the generator will randomly malfunction and need to be fixed, the river system is a canonical reason for the “monster”'s ability to appear in places far from each other unnaturally quickly, and the campsites can be used as early game side tasks for repairs or evictions, and for minor loot (should there be loot) in the mid game. Cya later Potato!

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oh gee potato, count meh in bros :D.
lemme cook soon
I’ll be done in a bit lol

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short lore ideaaaaaeaeeaeaeeaeeeaeaeeaae

You were kinda broke, looking for a job and drowning in student debts or something, when one day you saw a poster on a wall offering a high-paying job as a local news photographer for the most famous penpoint in town.
You take the job interview, and despite your questionable resume featuring your past experience in taking a random photography class in 7th grade and winning 90% of the ELA Kahoot games, you get the job.

You’re remedying your debt, but this job quickly reveals itself to be more and more out of the ordinary the longer you keep it. Local reports of fantastical creature sightings are gradually becoming more common, and the business has delegated you to an office post in a nearby forest that seems to be the hotspot for sightings.
The company is looking more for something exciting that the locals will read than actual proof of these creatures existing – but every night, from your post in the forest watchtower, you’re slowly starting to believe in fantasy creatures. And you’re realizing something else – there’s a closer connection between the news business and the cryptids than you first thought.

hope u likey :D

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Cryptid Chaos

A ranger at Sprucehaven Game Preserve, you’ve gotten used to the lonely ambience of your posting, a tower at the northwestern border of the park which overlooks a lake surrounded in campsites. A popular region in the summer for local Scout troops and tourists of the area, it loses its vibrancy as winter begins to set in, with what few travellers that come to it being a mix of hardy nature enthusiasts, eccentric vagrants, and reckless teens on dares to spend a night in what urban legends have glorified as being haunted by some ancient cryptid, a vengeful nature spirit claimed to desire the purging of the Gims who enter the preserve. The isolation of the area at this time of year suits you, as it allows you to accomplish your objective with less risk of civilian casualties. On the surface, your job is quite simple, just keeping our vagrants, maintaining park property, and generally enforcing the preserve’s rules. You’ve been in similar scenarios, and thus take no issue with the lack of social connections in your job that would leave other Gims mentally unstable after a few months. A founding member of the Order of the Silver Birch, you have spent years working alongside the other founders to combat the resurgence of druidic power across the world, their souls hungry for the blood of those who have tainted the environments which are tied to their life force. Your task is thus two fold, both cleansing the area of any pollutants as a precautionary measure, and vanquishing any physical manifestations of druids who are sufficiently angered. Since the first incursion caused by that power craving Hunter in Italy, your Order has been fighting an uphill battle to respond to new breaches while simultaneously recruiting others to your cause covertly. Were others to learn of the true power that lurks in the ground of the few remaining places of ancient wilderness, they might be tempted to harness it in a similar manner to the Hunter. Thus, you are forced to conceal some of your activities from other rangers in the preserve you are currently watching, who take you simply as a litter obsessed shut-in who they leave to your own devices. Since the first incursion, spirits have stirred in nature preserves across the world, making your Order reactive to incidents rather than able to forestall them. Sprucehaven is a grim example of this, as the spirit of Nightroot emerged at the end of the parks summer season the previous year, massacring over two dozen tourists before Order forces arrived to quell it. Law enforcement wrote it off as a gruesome, if strangely coordinated, bear attack, but what few civilians that survived spread whispers of the truth that have fueled local interest in the druid as an urban legend. This has proved an annoying setback, as teens and wannabe sleuths love to search the woods and leave behind messes, serving only to provoke the creature you are trying so hard to keep calm. You have been posted here indefinitely until signs of Nightroot’s presence have sufficiently subsided, but as the winter months approach, you can’t help but feel a vague sense of unease. Druidic bloodlust also worsens as the cold creeps in, both due to it being when the first incursion occurred, and the lack of resources and sun that the frigid air deprives the plants of the reserve with, making the spirits more irritable. You always collapse into slumber moments after your night shift ends, the strain of watching both the park’s cameras and your own for signs of disturbances falling heavily upon your aged body. You miss your wife and friends, but as the decades drag on, you know you must resolve the echoes from the Hunter’s ritual before any of you have any chance of a peaceful rest.

Tiring as your task is, it had been manageable through the first half of the autumn. But as October began to draw to a close, ominous omens appeared of Nightroot’s resurgence . The caves beneath the mountain your tower lies upon have always had an eerie feel to them, but the memories of the last time you entered one fill you with such a dread you refuse to enter them again. Somehow, the creature has sensed this, and thus uses them to transport its manifestations throughout the region. Though you attempt to track the openings, your cameras tend to fail at inopportune moments, a fact not helped by the unreliable power from the tower’s decrepit diesel generator. If you can last until week’s end, which marks the anniversary of the Hunter’s ritual, you should be able to rest, as the Druid’s power will subside enough for you to be posted elsewhere. Unfortunately, fall break has started for the local high school, creating a surge in inebriated parties to close and clean up in the woods on top of your normal duties, the noise and mess drawing druidic ire. To avoid any further casualties, you are forced to close them quickly, as further corpses would draw unwanted attention from the community and law enforcement.

(Writer’s Note: This is a first pass at preliminary lore and broad strokes for gameplay premise. I will write out various entity models, encounters, and ending throughout the week. Some who have followed my writing may notice references to another project of mine. You get a cookie if you guess the player character is. Thanks @bakedpotato for giving me a good project to work on, been pretty boring for me lately, promise not to disappoint with future addendums. Goodnight!)

10 Likes

Creatures
As the final week draws on, you begin to recognize patterns in the behaviors of Nightroot’s manifestations. At the beginning, it was simple crude amalgamations of stones and rubble, seemingly drawn from the depths of the park’s terrain. The disparate parts of these creature’s bodies held together by a localized magnetic field, you gave them the nickname of Bedrock. A fairly passive expression of Nightroot, they typically only act with aggression when unobserved by a camera for longer than 5 to 10 minutes (15 to 30 seconds in game time, so a roughly 27 min run time for a full night. Admittedly lengthy, so adjustments might need to be made, though you could implement a save code system so players can come back later for the more difficult nights). With activity beginning shortly after dusk at 9:00 PM, and it ceasing at 6:00 AM the following morning, the first night passed unusually smoothly. While you are usually able to keep yourself locked away within your tower, your duties sometimes force you to leave during the night, and while there is always an element of danger, it’s best to fulfill any desire for exploration early in the week before the woods become too dangerous. Of course, your tower has its own security flaws, as you will soon discover. Emerging from the caves on the second night, a swarm of Fuzzfoots driven into a feeding frenzy by druidic influence begin to stalk the trees and attack any light sources, requiring you to turn off the lights within the tower within moments of hearing the screech of an approaching cauldron as it descends over the woodland. Thankfully, the energy exerted in these flights requires long periods of rest, so such attacks are infrequent upon first encountering the creatures. On the third night, Nightroot’s power consolidates enough to form a lesser vessel of its power, the part of the druidic soul known as the Koru, possessing control over all leaves and grass within the druid’s domain. While the core manifestation is repulsed by the electricity surging through the tower from the generator, it can send smaller Skara leaf demons to chew through the wiring, or to create a hole in the gas tank of the generator. Regardless, you are forced hastily conduct repairs to the appropriate areas using a power guzzling drone, lest the Koru break down the tower door and shred your soul into a fine green mist within its swirling husk. Even once dawn breaks at the end of the night, the dead leaves of the manifestation block off paths throughout the reserve, inhibiting the speed with which you can repair campsites and evict vagrants. The fourth night introduces the Nightclaws, twisted animals that were once wolves before they were corrupted by Nightroot. Aggressive and swift, they give little warning before they clamber up the tower to attack you, requiring you to close your door and consume precious power to withstand their onslaught. In addition to the new threat, Fuzzfoot swarms become more frequent, and harsh winter winds rolling over the mountains debuff player speed and shift the remains of the Koru’s vessel, randomizing path obstructions. As a new moon rises over the darkened reserve on the final night, Nightroot’s spirit uses its last reserve of strength to give itself a physical form for its full spirit. A pale, rotting trunk of wood rises from the Earth at the mountain’s base, and begins steadily approaching the tower. Behaving similarly to Bedrock, it can be held at bay by cameras, ut destroys them if observed for too long in a single session. This isn’t likely to be a concern, as you will still have to contend with Fuzzfoots and Nightclaws swarming the tower as you attempt to slow the progression of the Nightroot. In a form this potent, you stand no hope of defeating it should it reach the tower, and thus you can only hope to delay it in a desperate last stand as you pray for dawn to break and cast this nightmare into oblivion.

Ending(s?)

Demise

Despite your best efforts, the Nightroot reaches the tower and releases a screech that shatters your eardrums as it grasps the steel and wood supports with tendrils of jade green vines. Kneeling prone in agony as you clutch your aching skull, the floor beneath you begins to pitch at an angle as the tower is torn from its foundation, accelerating with gravity until it crashes down into the lake below it with a mighty SPLASH!

Drifting in and out of consciousness as you feel the crushing weight of the water begin to drain your body of its last dregs of oxygen, you vaguely perceive a twisting brown shape curling into the submerged tower, tossing aside a collapsed ceiling beam that had been pinning your legs at the knee, and grabbing your ankle to begin dragging your into a murky tunnel further below in the depths as your vision recess to black.

Waking slowly, you see the dim flicker of light dance along the cavern walls around you, seemingly cast from a pulsing red moss coating the stone above. Attempting to turn and glance at your other surroundings, you find yourself bound to a stone slate by unyielding dark roots, unnervingly reminiscent of the fateful night that began this whole saga of horrors. The stone begins to shift, until you are held vertically against, your mouth gagged with moss to prevent your screams of fright as you gaze into the vengeful eyes of the spirit that faces you. Though no words pass between you, it seems to pound its intent into your mind through sheer force of will, showing its sharpened bark rending your flesh as it begins consuming your blood, soaking it into its roots to fuel it to purge the region of Gim filth for good, calling its brethren to rise from their slumber and aid in its purge of the vermin who had poisoned them for so many centuries. Thankfully, you black out from pain before you can fully experience the wrath visited upon your body as you meet your demise, your soul absorbed into the pulsing black mass within the creature’s heart.

Purgatory

Though you succeed in fending off the Nightroot, you know that safety has once more eluded the forests of Sprucehaven. Desperate as your efforts were to prevent it from feasting upon your fellow Gims, its manifestations none the less slaughtered enough to sustain it in hibernation for the next year. Though you may have defeated it now, you are cursed to be bound to this land in endless cyclical combat against the creature until at last it lacks fuel to sustain its hatred and returns to slumbering within the earth.

Peace

An unearthly screech echoes through the clearing as the Nightroot’s vessel stumbles across the wood line to the grounds outside the tower. Despite your best efforts to slow its rampage, it seems to have reached you in time to consume you and spread its vengeance far beyond the confines of Sprucehaven. But as hope seems to flee your body, it surges back in full force as rays of light begin to peek over the horizon. Screaming in fury, the Nightroot makes a dash for the tower, colliding with a support right as a beam of sunlight contacts with its bark. Petrifying in an instant, you gaze downward into a visage of pure hate before you feel its spirit fade into the ground beneath you. You stumble back from the window, breathing a sigh of relief that this region is now safe. Collapsing into a chair, you give a weary smile, thinking ahead to your reunion with your wife, hugging her and easing the loneliness you two have felt within you since Nino sacrificed herself to defeat the Hunter at the start of all this. But even in defeat, the Nightroot wreaks vengeance upon you. Your moment of joy is shattered by a growing creaking, the tower tilting towards the ground as it finally gives in to the damage the vessel of Nightroot caused it. Initially panicked in your search for escape, a sense of peace fills you as you plummet towards the earth below upon realizing the inevitability of your demise. You already have cheated fate in living as long as you have in any event, and with Nightroot vanquished, it now is only a matter of time until the rest of the druids return to their earthen slumber. Upon conclusion of that, Fleio and the rest will soon come to you, at last accepted by the afterlife now that they have made penance for their inability to stop the Hunter’s rise. You smile one final time as the home you have known for the past year is crushed into rubble against the ground, the sole sign anything ever occurred in this past week. Eventually, with no malicious spirit to fuel them, the urban legends of Nightroot fade save for a few crazy theorists that shift to some new doomsday scenario after a couple years in any event. The people of the towns around Sprucehaven never know the danger they lay in before your fate intertwined with theirs, and things return to normal. And finally, nearly a decade later, you have the pleasure of welcoming your loved ones to the afterlife, the last druids who had threatened Gimkind returned to their natural state.

(Editor’s note: Wow, this took an hour and a half, it was nice to have a lengthy project. @bakedpotato , feel free to let me know if you need any further lore, or technical explanations/stat blocks/ abilities for anything mentioned in the above essays. Thanks again for such an interesting project, been a pleasure to work on this!

Side Tangent

Still curious if anyone can guess who the player character is, here’s a link to the topic in which they were used previously:Lore needed for my characters
Hope you enjoy the reading of both the essays in this topic and their predecessors. Feel free to give feedback, as I am always looking to improve my writing!

)

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Need any further ideas @bakedpotato ?

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what is this @King_Thunder_Alt1


and also try using teleporters and barriers

seems like people are already cooking so you obviously don’t need my help


What if, the game’s entities, didn’t exist [insert ooh-ing and ah-ing noises here].
To elaborate, the game could be about surviving entities that are in your head. The main character is paranoid (like me) and is always feeling like something is watching, when in reality there’s nothing :/.To prove that there’s something watching, the player character takes up a job as the night guard watchman of their local nature reserve. Little do they know, they’re also mentally unstable! (like me) So they start hallucinating and seeing things on the cameras that don’t actually exist.

Summary

@bakedpotato if you want to get rid of the random bystander, whack him with a hammer! :D Here, take mine: :hammer:

Summary

@NagiSeishiro I’ll join, maybe. Later. If I can find away to sneak past my parents.

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