Almond Hill Silent Meow(Better than Slender)

project first revelead 6/12/2013
hi unity community. Since its E3 week I decided to also reveal the project I have been working on. A new Almond-Hill game.
I just posted a big post with all the details on my blog and I encourage you to visit it to check it out. For my WIP thread here I will make it short and sweet.

Ok, so my newest game is a new original horror game called “Almond-Hill: Silent Meow” which is a complete reboot to my original Almond Hill game I released back in October. This will not be an Almond-Hill 2 but a completely new almond hill that wont play anything like the original one I created at all. I have been using unity for 2 years and am very experienced and created many games up till now but none where serious and quality attempts but more experimental projects for learning. Starting with this project and future projects I will be taking on larger games and more serious attempts. So I hope to create a really well polished quality game with unity.

I have coded my previous projects but I will be using playmaker for this project this time around.

Ok about the game:

“Almond-Hill: Silent Meow” is a stylized horror game.

You play as Leon Coffeebean. One day you receive a call from your grandmother Grams Coffeebean who lives in a town called Almond-Hill. Grams tells you that she needs help with a “special search”. You later learn that her cat Almond has gone missing and she needs to to explore Almond-Hill in search of her lost cat. As you get to Almond hill and start your search you find out that the town is haunted and there is someone/something living in Almond-Hills forest. Grams stays in her house the whole time and that is why she is unaware of the happenings in Almond hill.

Characters:

Leon Coffeebean, the main character of the game:

Grams Coffeebean, Lives in Almond-Hill. Leons grandmother, asks Leon for help.

Almond the cat. The missing cat you are searching for, no one knows how, when or why the cat became missing. Almond is a very special cat that can walk on two legs and is a loyal feline companion.

Vehicles:
You will be able to drive vehicles in this game. Since I am a solo dev, I am definitely not going to try and make this crazy big map like you see in the GTA games and red dead redemption for example, but I will make a decent size map. A map big enough to drive in :slight_smile:
Dont worry, I have lots of experience and I understand the limits of not over complicating things and trying to make this AAA game that would require a whole company. I am not going for that, but definitely something unique.

Snowconesolid Transport Taxi: (First car you see and can drive)

Almond Red Truck:

there wont be many, but I plan on creating other vehicles in game to.

There is still a lot more work to do. I also plan on creating an awesome render for each character in game like the first image you see above.

Final thing to say:
Bashing SlenderMan

What this game is not going to be is a Slenderman game. This will be a truly unique and original horror game that will be better than slenderman in every way. And no its not going to be anything like Slender. I bring Slenderman up because all I see when people want to make a horror game (Esp on the unity forums here) is Slenderman. Honestly, I am sick of seeing slenderman everywhere. Its not original and very boring. If you want to make a Slenderman game that is fine, but one of the reasons I am making this project is to also encourage you slenderman nuts to try something new. There is unlimited possibilities with what you can create and I believe you can create it. So Slenderman people. do not take this the wrong way, but this is more for motivation so you guys can unleash your true creativity :slight_smile:

Anyway thats all for now. be sure to also check my blog in my sig below. I will have more soon :slight_smile:

8/6/2013 UPDATE: Almond Hill silent Meow Teaser Trailer

8/9/2013 UPDATE: New main character announced
Special Detective Pekoe Tea Leaf

Detective Pekoe has been sent to the town of Almond-Hill to investigate a recent murder and the mysterious town itself. He might not be the best agent for this job but he has style and gets things done. The Agency did not give Detective pekoe a handgun because he has terrible aiming and failed the target shooting test. But all in all, he is a good at what he does. Also, he prefers tea over coffee.

8/10/2013 UPDATE: First playable Demo released

Today I have the very first playable demo of Almond-Hill Silent Meow up.
This demo is the very beginning of the game where you play as Leon Coffeebean. Its a pretty short demo but I hope you enjoy it and it keeps you wanting more. Keep in mind that after this part of the game, the gameplay will switch completely because the player will play as the new main character Detective Pekoe. Hopefully I will maybe have a second demo out soon when I get more work done so you guys can play as detective pekoe. My aim is to try and get in a variety of different gameplay into this project so it stays interesting throughout the whole game.

Anyway enjoy the demo. Any feedback is welcome.

Demo Link (Dropbox)
https://dl.dropboxusercontent.com/u/50235309/AlmondHillSilentMeow/Demo_1_SilentMeow%20Opening/Demo_1_Build.html

UPDATE:8/17/2013
Newest screenshots from the Almond-Hill main village area

at the phone booth

at Silent Meow bar

Update: 8/28/2013
Alarm Monster screen shot

Update: 9/7/2013
ok todays update.

Ill start off with my new character that will be part of the game.

The Patrol doll

an early enemy you encounter in the game. She cannot be defeated so the best thing to do is avoid her by sneaking past. usually there is more than one patrol doll in the area. They shoot out yellow beams of light from their eyes to represent their line of sight. Stay out of this line of sight to avoid getting put in the “Feeding Room”

With the addition of this character I can move on and talk about those major changes and what you can expect from gameplay.

So lets talk gameplay. As I mentioned above, the patrol doll is an enemy you avoid and sneak past. This adds in stealth elements to the game. Actually, I believe I mentioned somewhere in this thread a while back that I was going for a stealth-horror type gameplay. I think the game will be more unique with these elements. This character is only one you should avoid, but throughout the whole game there will be other charactes/enemies you have to avoid. I will try and get a different enemy for each level in the game.

more changes, Major changes

Remember that demo I released a couple weeks ago? if you played it you know that at the end of the demo Leon coffeebean is killed by some unknown masked man who is chasing Almond the cat. Well, after doing a lot of thinking and making a bunch of changes to the storyline I decided that entire part of the game will not be part of the final game at all. I took it out. Leon never died, actually he has an even more important role to the games storyline now. Leon is actually teaming up with Detective pekoe to search for his lost cat almond now. So this means that I am also taking out that killer character I created. He no longer has any purpose to the game.

I think the game is turning out great so far despite all the changes I keep making and I can’t wait to show you guys some more in the future

Update: 9/10/2013
The very first level of Almond-Hill is finally complete. I did a lot of work. created AI for the Patrol dolls that works good, set up the puzzles and main missions in the first level. And it maintains a dark atmosphere.

Its a horror game but the gameplay is fastpast and so is the stealth. You don’t slowly sneak past ghosts and what not, you wait for your opportunity and run past them.

Also, I mentioned that it would have a sort of zelda type element added in. In each level there will be a unique item you obtain to help you through complete the level.

I don’t want to spoil anything but I will reveal the main item in the first level.

It is a boxing glove.

Update: 9/12/2013

finished the newest character for Almond hill.

This one is very important.
The Feeding Demon

I am not going to say anything about this character so nothing is spoiled. You will have to play the game to find out, when its finished of course.

more soon!

Update: 9/14/2013
Screenshot of the day

Car is approaching Leon on foggy road.

See, Leon is back in game now :slight_smile:

Update: 9/19/2013

Stank’s Gas station in game render
I posted a WIP screenshot of a place called Stank’s Gas. The only gas station in Almond-Hill, which you can go to in game.
Today I finally finished creating that stank’s Gas scene and worked on it in unity. I set up lighting, fog, etc and designed the inside of the place as well.

So I just want to show how this gas station will look like in game. I am proud of it if I must say so myself. :sunglasses:

Stank’s Gas in game

As most of you probably have figured by now, this game is heavily inspired by the popular “Silent-Hilll” series.In my game “Almond-Hill”, the gameplay, storyline, characters, etc is completely different. However, I must admit that some (not all) places in the game I created are inspired by places from the Silent Hill games. Stank’s Gas station for example is a place inspired by the gas station in silent hill. So, I just wanted to post this screenshot from Silent hill I have been using as inspiration as I created Stank’s Gas.

I posted that just to compare my gas station and the gas station in Silent hill. In terms of design and atmosphere. :sunglasses:

Silent Hills screenshot wins of course as it clearly has better fog and lighting than mine but I like to think that my gas station came close enough. Lighting is much darker in mine and fog is less dense and darker. My screenshot is pretty small for some reason but up close and running in game it looks much better I think. (Not better than the silent hill screenshot, I mean it looks a lot better in the actual game of mine)

Major Updates and changes soon
I know in my previous post I mentioned that I was going to keep making changes, major and minor with the game and that I would just not talk about them anymore. Well, after I talk about this next major update/change I am making to the game I wont say anything else after that for sure I promise. I know I said this before, but I believe that now I truly have good planning for this project and finally decided what I wanted it to be. But that is for a different post because I don’t feel like talking anymore at the moment. So stay tuned for my future posts in this thread as I discuss the final (hopefully final) major changes I plan on making.

More Soon!

Update: 9/22/2013
Places to go!

Just wanted to post pictures of two unique places you go to in the game I finished creating recently for the project.

well, first here is Stank’s Gas station, a place I showed progress a day or two ago and have completed and already put in game.

and here is the newest scene I just finished creating. The Silent Meow bar.

if you any of you have been following this thread from an earlier time you might have noticed that I created a bar called “Silent-Meow bar” a while back.
I decided to completely redesign it and make if from scratch again while keeping some of its original design. I am making big changes to the game so I had to remake the silent meow bar. Its bigger now and I actually designed the insides of it because every building/scene you visit in the game, you will be able to go inside. I am not completely done with this scene, I am still working on more of the insides of it but pretty much it is near completion and I should have it in unity by tomorrow where I will start making it interactive and part of the gameplay/storyline.

If you havent seen the original Silent Meow bar I made a while back you can see it somewhere in this thread. But if you feel like comparing my old one with the new one I will post it here to.

Old Silent Meow bar

The old one I made was good to but only to look at. It was to small and I never made an inside for it. The way I made the old one also made making an inside for it to difficult since I used one sided tiles.

Final major changes soon and possible finish date

anyway, real soon I will talk about the final major changes I plan on making to this project and then I will continue to make more progress.

due date?
I am not completely sure yet, but I plan on having the entire game finished and released sometime November. But that could change, I will have to see how things go. Hopefully though I will because that is what I am aiming for. I might put the game on hold during October. But that is something to talk about for another time.

anyway, more updates soon!

Update: 9/24/2013
New Character

Everybody meet Drunk Guy

Drunk guy is a character you meet early on in the game. He is literally drunk when you meet him. You eventually learn his real name as you progress through the story. He is not one of the main characters but a side character.

More new characters, more big changes and news and more soon!

Update: 9/27/2013

Another new character

Just finished my newest character for the game.

Today you will meet non other than Stank himself. The owner of “Stank’s Gas” in Almond-Hill.

I started modeling him yesterday and today I finished the creation process so he is game ready now. :slight_smile:

Like I said before, there will be a good amount of characters to meet in this game.

I will be revealing a new character daily, or whenever I finish a new one.

more updates soon!

Update: 10/1/2013

New character
Leon Coffeebean version 2

Interesting story behind this character.
I planned on redesigning my original Leon Coffeebean model and it became this new Leon model that you see here. But I was having a lot of trouble getting all the old systems that I created for my original Leon model to work with the new one. So I decided forget it, I will just stick with my original Leon design. Dont get me wrong, I love the original design for Leon that I created but I thought I would just try to make him a little more like my newer more recent characters. Anyway, making this short, it didnt work out so I am just going to stick to using my original Leon coffeebean model for the game.

But I really do not want this new Leon model I made go to waste so now what I am planning is adding this Leon as one of the secondary characters into the game.
So there will be this comedy moment in the game where you meet this new leon who looks like you and has the same name as you.
So Leon 2 will also be in the game

Almond-Hill project on hold during October New horror game project coming soon
Ok todays news. Just as I said earlier in this thread, I will not work on Almond-Hill during October. And October just started. I just posted a blog entry about all of this over here on my dev blog if you want to read it http://snowconesolidwho.blogspot.com/2013/10/almond-hill-on-hold-new-halloween.html

if you dont I will quickly explain. I released the original Almond hill game last year as a quick short horror game project around Halloween. Since that time I have decided to make it a personal tradition of mine to work on and release a short horror game every year for Halloween. So this will be a project I only have this month to complete, it will be a short and fast project I will challenge myself to complete and have released by the end of this month. That is why I will not work on Almond-Hill during this month. I am very excited about this new small project and have plans for what I will make. I can’t wait to get working on this project and it feels good to know I have a deadline so I will have to have a game out by the end of this month. again, it will just be a quick short horror game project. Almond-Hill is a much larger project that will require more time to complete and it feels good to take a break from working on that so I can work on something different.

As for Almond-Hill, I will resume working on that project after October. In the meantime you can enjoy this final in game screenshot I took when I last worked on that game.

so that is all for now, be on the look out for a new thread I will create soon once I make good progress on my short horror game.
see you back in this thread sometime after October!

Looking very good!
Will it be released for PC?

Thank you Virror. And also thanks for reminding me. I can’t believe I forgot to say what platform this will be for.

I plan on releasing this for PC and Mac at first. And after I finish and release on those platforms I might go back and consider porting it over to Android. But thats for later on. Right now I am focused on the pc/mac version.

Also, do you plan to release it as a free game or paid?
Sorry for all the questions, just curious : D

At the moment I don’t know about that Virror. I wanna see how things go. Like I said,this project will be different than all my previous ones in terms of quality and I am taking a much more serious approach in its development to deliver a solid game that plays very well, does not have these crazy bugs everywhere (almost all my previous games had major bugs/problems and I wouldn’t take the time to fix them which is not a good way to be a game developer haha).

So I am not really thinking about stuff like if I should sell it or release it for free, or should I create two versions and release one for free and one paid, etc. Im not focused on the “Business” side of things but I am more focused on the more important stuff like I mentioned above about creating this really well polished game, so creating a quality game is my top priority for now. :slight_smile:

Ok todays Progress Note:
At the moment there isn’t really much show. I am jumping between different areas in the games development, sometimes working on the 3d modeling, sometimes working on the characters animations etc. Something I will focus on before starting to create the games levels, gameplay, etc is the controls. Unlike in my past games where controls were sloppy, I want to get the controls done really well this time. The games controls should be smooth and simple to use. I want the player to be able to just jump right in and get a hang of the controls within seconds and not spend a lot of time just learning how to move the character around like in a lot of pc games. Boring update for today but I will have better updates as the project progress. More soon.

So as I said in the last update, I am focusing on controls as one of the first things.

Today I started just playing around and came up with a quick prototype. I have set up controls entirely with playmaker and so far, these are the best controls I have created so far (well I think so). I am amazed at how well you can quickly create controls and at the same time easily blend animations together with playmaker. Honestly thought I would need to spend a lot more time on controls but they are coming along fast.

of course they are still not complete and there is still a bit of tweaking I need to do as well as add in the other controls besides just moving/blending animations. I will also be creating a mouse control which will be a really important part of the controls. Also, I will need to create controls for the vehicle driving.

When I have more done on the controls I will be putting up a webplayer prototype so you guys can give it a try and tell me what needs improvement and what not. I might think controls are done well but others might not. It would be good to hear what others have to say. So, I will try and have that up soon once I get more done.

hey everyone.

I just got done creating the main character (Leon Coffeebean) controls. All done with playmaker. It was a bit confusing at first because I had to figure out how to blend all of my characters animations depending on whatever state the character is in and what input the player is entering but after spending a bit of time it became pretty easy and I resulted in this very clean state machine system for the players controls and animations.

I have been testing it and the controls are very smooth and efficient at the same time simple. There is still more I need to add but for now everything is working nicely. I will have a video demonstration and perhaps a playable prototype webplayer up real soon so you guys can tell me what you think of controls so far and how they can be improved as well as see the character Leon Coffeebean in action for the first time.

hello again.

as I said a couple hours ago I would have a video demonstrating the contols I have created for the game so far. So here it is.

The controls are not final yet and still need a bit of tweaking. Also there is no sound effects yet. But so far I am very happy with what I have accomplished and the controls will continue to improve over time.

Also, I have created a playable webplayer version so you guys can test out the controls for yourselves. So please feel free to check it out and let me know your feedback on my current controls. :slight_smile:

(Dropbox link)
Web Player Build

Controls:
move with WASD or arrow keys
Left click to turn on/off flashlight
Press space key to preform a set trap action (this only plays an animation at the moment, the set trap action will be explained more later on)

press the L key to turn the scenes lights on or off. This is so you can test out how the flashlight would look in dark areas.

Nice start. If you turn the ambient light down to zero and use local fill lights you’ll get more contrast and dynamic range from your lighting.

This looks pretty awesome snowconesolid. You’ve come a very long way since your first models. Keep up the good work!

bro i like what you been doing so far, it would look more scary if (when lights are off) it would be darker so u cant see ur surroundings… other than that, keep doing ur thing bro!! you heading in the right direction!!! if u need any ideas for anything just PM me.

Controls are looking waaay better than the last games.
Some small suggestions to make it feel a little more fluid:
-Make it possible to turn flashlight on/of while walking, a little bit annoying to have to stop : p
-When placing traps, you need to wait before animation is 100% done before you can press a movement key, you should change how you read them so you can start pressing before animation is finished and you start moving as soon as you are done playing animation.

Keep up the great work!

Edit: Is that you on the wall there? : D

Thanks everyone for the positive feedback!
@ben24bk, this was just a test room. The actual game levels are going to be more out doors type areas to explore like forest and what not. The flashlight wont be necessary in all areas of the game, and some areas will be darker then others and the flashlight will be more useful in areas like that. Since, I give the player the option to turn the flashlight on and off whenever they want, I dont want to make the game so dark that it requires them to use the flashlight at all times. If I was going for that design, then I would of just kept the character using the flashlight at all times and didnt give the option for turning it off. I am still planning this but I might also include a day and night cycle. So you will be able to explore the area whenever you want at different times in game. And each time you explore, it would be different, for example exploring the same area at night would be different because it would be more dangerous and more ghosts appear at night. I dont know, ill talk more about all that when I get more work done. haha.

@Virror, thank you once again! I know what your talking about not turning on the flashlight while moving. It might get annoying to have to stop moving your character to turn the flashlight on or back off. So having the ability to turn it on while walking is important and thats something I will be fixing up in the controls as I tweak them more. As for the set trap function, that still needs some work because I just did a quick setup for that, but I kind of like having the player to wait until the animation finishes until they can start moving again because in other games, MGS for example, say you set a claymore or something, you cannot move until the character (snake in this case) finishes placing down the item. But Like I said, the set trap feature is something that still needs work. For example, my character actually needs to set a trap instead of just playing the animation and it needs other work. So Ill be tweaking that as I go along with the rest of the gameplay.

and yes, that is my picture on the wall :slight_smile: haha

already looks better then Slenderman :slight_smile:

Well, i did not mean that the player should be able to move before the animation is finished, that would be strange. But you dont seem to read the input keys until the animation is finished, example:
You place the trap, and while the char places the trap you press the forward button, then when the char is done placing he wont move until you release the forward button and press it again.

@Cheburek, thanks! I agree. :slight_smile:

@Virror, ah ok, I know what you are talking about, I must of misunderstood the first time. Yeah you are right, thats something I will be adjusting when I work more on the set trap feature. But I have worked on the controls a lot since I last posted the prototype and they are near completion now. They where pretty decent at first, but now they are really almost perfect after I fixed most of the issues.

controls changes/fixes:
+Now you can turn the flashlight on or off while walking and it smoothly blends the two transitions/animations together. This is an important fix. (In the prototype I uploaded you had to stop moving to turn your flashlight on or off)

  • Added sound effects to the character. The flashlight makes a light switch sound everytime you turn it on or off. The character has footsteps sound effects. And the characters animations have been adjusted to match the footsteps sound effects perfectly.
    +Adjusted the animations, they are slightly faster now and look nicer (which is really probably the easiest thing to fix since unity lets you change the animation speed with ease, ha)

at the moment, the set trap action is still just an animation that plays and that is something I will start to work on later on in the games development because I need to set it up so it works properly with the rest of the gameplay. But I will be fixing a lot of the issues and making it work nicely like the rest of the character so far.

I might put up a new webplayer build later on. But I will do that when I have made a lot more progress.

I am working hard on the game and cant wait to show you more. For now, just enjoy some of Grams’s freshly baked almond cookies!

another day another update!

explaining the set trap action
ok first, I have been thinking about characters.Originally I said there would only be 4 characters in the game, and I already revealed 3 of them. (leon, grams, and Almond) which leaves only one more character (the killer/villain). This was before I decided to give Leon a “Set trap” action. So heres what the set trap action is all about. I thought it would be really cool if you could capture ghosts in this game. So the set trap action allows you to place a trap down and if a ghost goes in it you capture them. There will be a currency in game and you will be able to buy different traps. Also, some ghosts will require a special trap to capture.

Ghost characters (More characters!)
I thought, the game wont be that fun if I only had one enemy (the main villain), I need some more enemies that can attack and kill the player to make it more of a challenge. So I decided to create these ghost characters that you will encounter. There will be at least three different ghosts(Types A,B,C), and each ghost is different and is unique in its own way.

here is Ghost Type-A, which I just finished creating today.


This ghost is refereed to as a “Type-A” ghost because its one of the first ghosts that appears. Type-A ghosts are common and appear often in the forest and cemetery. Type-A ghosts are easy to catch and don’t require any special traps.

more updates on controls:
Ok, controls are pretty much 90% complete.
+Now you can set traps while the character is moving
+I fixed the input reading (Thank you Virror for point that out to me :)) so now, you can set a trap, while the animation is playing you can hold the move key down, as soon as the character finishes setting the trap it will check if the player is holding any move keys, if they are it will blend right into the walk state otherwise it will go back to being idle. A very important bug that needed to be fixing and now its fixed.

more soon!

I plan on releasing this for PC and Mac
Thank you!!! Not enough people make their games for Mac too.

haha well I dont see why not since its a free option in unity. :slight_smile:

Just finished creating:

TYPE B Ghosts
Type-B ghost are more challenging and more complex than type A ghosts. They are common but not as common as type A. Type B ghost have a more human like appearance and carry a trick lantern. These ghosts use their lanterns as decoys. When the lantern is placed down it emits a deep fog around the surrounding area and the ghost begins to hunt you down as you get distracted and lost in the fog.

for a ghost he takes surprisingly care of his haircut, wish same applied to his teeth :stuck_out_tongue: