for real, this is why i dont like extra hiding spots like blue locker and stuff because it just makes it easier to survive and makes it just less scarier
actually informative video. really helpful and has given me ideas on what i could do. i was considering making a fangame and i do have ideas for it but i dont know how to code, so thanks for making the point about not using kits otherwise i might have ruined my fangame.
late response but i'm bored rn so, the full story of how nested rooms was made is that one time i was playing gmod on the nester map with one of my friends and we decided to try doing a rooms-like thing where he was the monster and there were indirect hiding spots rather than actual hiding mechanics, after we stopped playing i immediately started coming up with concepts for nested rooms and it eventually ended up where it is right now, also almost every entity is actually based off of playermodels we used for the entities in the gmod thing
from a dev: I usually don’t telegraph entities- since you learn how to counter them on your first encounter, but what I will do for the rooms fangame I’m working on is make them break furniture and walls as they rush to the latest room, so on the first entity encounter of a run you will hear destruction in the distance. Since new rooms don’t have already broken furniture, this can actually save your life if a quieter entity such as A-45 spawns, though you’ll have to rely on entity sound if you’ll want to have time to reliably find a locker after the first encounter of the run. for jumpscares, short & sweet is REALLY good, and “3D” jumpscares are less… well, they’re more unique to be honest, and you can mess with the lighting and the such during the jumpscare if you want and not make it some GUI thing where the background becomes some random color. About placement: entity encounters earlier than room 30 is okay! Just make them RARE. Rooms Remastered has a small chance for A-60 to spawn up to 20 rooms before room 60, but it’s so rare that despite playing the game multiple times, I haven’t encountered it once. This is good way to scare players who already know everything about the game, or to make them PANIC. Panic is also a part of horror games, and personally suddenly encountering an entity and only having a split second to react makes me dread future encounters, and they’ll catch me once my guard is down if the encounters are spaced out enough.
MY REPLY GOT DELETED TWICE but anyways to summarize what i was saying TWICE i really agree with what u said in the placement part because fear comes from unpredicability also i didnt know that a-60 does that lol, it sounds really scary if u are an experienced player and then all of a sudden a-60 comes at room like 26 loll (also ps when i was talking about 3d designs i was talking about entity design)
@@forb. epic!! Fear definitely comes from unpredictability, sometimes I play my old fangame Rooms: Unlimited on hardcore mode (basically makes entities wayyy faster like an OP amount) and I get paranoid because if I don’t hear something the moment it spawns I’m toast, but the spawns are unpredictable RNG stuff!! about the 3D designs, I know you’re talking about entity design, I just decided to add what I think was cool (“3D” jumpscares that add the background TO the jumpscare)
An interesting mechanic i thought of for a fangame is instead of having a straight path it diverges into many paths, all around the same lenght, each one will diverge into more and more, where you will frequently have to backtrack and try to remember where you came from and where you should head, some paths are locked and require items from other paths to unlock, and there are multiple exits each one giving a different ending, the harder it is to reach the better the ending
For my fangame I’m not using Roblox Studio but another game engine. The basic premise is that there’s a Door on the right of the screen and you have to walk there. The levels are all super short due to the limitations of my game engine, but the entity’s make up for it. Instead of going from room to room or whatever, my entity only attacks when you touch the floor even once, essentially they’re just playing floor is lava. Once you touch the floor, you are basically dead because the guy moves fast and there is no other place to avoid him. The only way is to just rush to the door or try to avoid the floor. I plan to add 3 more entity’s soon.
as maker of rooms premade, i agree on making code your self, i made like 30 games before i even started on the old rooms premade, making your rooms games scary to me is build up and sound, also the 3d entities thing, i 100% agree that there should be 3d entities. good video for new people making rooms games!!!
I've been trying to turn your kit into something really cool. I've been working on it for a few months now and I'm getting really good at it, I've even learned lots of things about how the code works and I've modified a lot of things in the code to! [set rooms, custom mechanics, ect.]
@@arnover2011 Yeah, kinda like how Pressure uses the same room 1 to 100 format as DOORS, but changed a lot of things to make it original and unique, such as Setting, Hazards, Music, SFX, Story, etc. For example, Pressure has gaping holes, electrified water, gas leaks, Searchlights, Critters, and other cool and unique entities/hazards with their own unique mechanic and behavior. Pressure also uses underwater theming and more direct SCP like storytelling. And Pressure has a few occasions where it uses multiple music types for certain things, like the beginning (Door 1 to Angler spawn) having 4 solemn/eerie soundtracks, Pandemonium having 3 banger soundtracks for it's minigame, Eyefestation having 3 soundtracks depending on its rage state, and the final Searchlights encounter changing music the more you progress
Sadly, no rooms games take this idea lmao. Its all just smiley rush faces that do the same thing. Occasionally theres A90 and something else but yeah. Ive seen sone of the worst designs ever. Ive seen literal smiley faces drawn in 3 seconds not exaggerating in the slightest.
@@Paclaicidian3000 Yeah, I agree with you. A lot of bad rooms fangames entities don't have original designs, mechanics, sound, or other elements. They're basically RUSH copies, rebounders, locker-checkers, chasers, etc. This may be because of the lack of creativity, motivation, etc. Here are some of my tips based on my opinions for any horror fangame developers trying to make a scary/unique entity: ( _There's a lot for me to say._ ) Detailed/Scary entity designs can be difficult and/or time consuming, as some developers do not know how to make something scary, unsettling, or detailed. However, making a suitable entity design should at least be attempted. Your entity design should not be unoriginal or bland, and over-detailing entities is unecessary. Highly-detailing is only justifiable if the entity will make their appearance towards the player extremely evident, or long, such as going up to the player or something. Jumpscares are unecessary, but is a good feature for an entity. It should be scary and startling, not excessive or extremely loud. Node entities should have a 2D jumpscare because it fits them very well, while 3D entities should have 3D animation jumpscares. However, like I said, jumpscares are unecessary, maybe just an instant red-fade-to-black death screen, or instant black death screen would be good enough. Your entity's mechanic should be more unique and mysterious depending on it's complexity. All of your entity mechanics should be beginner friendly and not too confusing, tedious, or annoying. The player must also receives hints on the entity, whether it's an auditory or visual cue. Every cue an entity gives should have their own differences from others, as it may cause confusion for beginners. Multiple entities can be placed in one area, but the maximum you should have is 3, as higher would be very annoying and would render the part of the game very difficult and unbeatable to some players. The Grumble Nest from DOORS Floor 2 is an example of an annoying/tedious entity, as there are multiple of them cluttered in one zone, and this can lead to annoying moments where the player can be unfairly cornered and ultimately killed. They also camp a lot, which makes the player unable to progress throughout the game without unfair difficulty. Copying entity mechanics is something you should not do, because it's boring, predictable, and ruins the point of making the different entity. If multiple entities are made similar, some of their elements should at least be different from each other. ( _There's too many entities so I can't list them all down, sorry if the text is chunky._ ) For example, DOORS has multiple entities with their own unique mechanics. Rush flickers the lights and rushes through the rooms, killing anyone on sight, Ambush behaves like Rush but rebounds and is faster, Hide prevents players from camping in a locker, Figure is blind and uses sound and vibration to hunt, you can't look at Eyes, you have to look at Screech, Seek actually chases you, etc. Pressure uses 4 variants of The Angler, each of them having their own differences apart from each other, such as appearance or behavior. The normal behaves like Rush from DOORS, Pinkie doesn't flicker the lights and instead uses sound cues, Blitz is extremely fast, Chainsmoker is very slow and kicks players out of their locker, and Frogger rebounds. Eyefestation behaves like Eyes from DOORS, but instead forces you to look at it and can become enraged. Wall dwellers come out of the walls and sneaks up to the target, and runs away when looked at. Searchlights kill anyone who is spotted within their light beams. Etc. You don't have to follow everything given here, everything you plan to do is up to you, but you can use this if you want or have to. Thank you for reading this one mess of tips.
something that me and my friends agree on is that alot of rooms fangames have WAYYY to many entities, yeah sure having around 5 - 6 entities aint that bad, but having like, 20+ entities is too much, and i think the game that started the idea of adding a ton of entities is interminable rooms, and overall when every entity is just a locker checker or rebounder makes the entitys feel copy and pasted and boring, having less entities means more room for unique and fun mechanics for each of them without some entities feeling copy n pasted idk if this is a controversial take or not, but its just something i feel like is a problem on some rooms fangames
thanks for the tips! i wont do EVERYTHING in this tutorial (+ not using a kit since idk how to code) but it certainly helped me 1. get some motivation 2. how to make my rooms fangame actually scary
im working on a game called Confine and it's pretty much just rooms without the entities right now. i just made it a few days ago and ive been trying to make it good. so thanks.
I have an entity Idea for Rooms fan games, inspired by Doors' Eyes. 🪧 Name: A-115 💬 Nickname: The Changing Starer 📈 Spawn Chances: >0.2% before Room A-115, 5% after A-115. ⚙️ Mechanic: Every 5 seconds, the entity will change colour: 🟩 Green = Look at the entity, or you're damaged. 🟧 Orange = Entity is changing. 🟥 Red = Look away from the entity or take damage. 💔 Damage: 20-25dmg per sec.
I had an idea for hiding spot to replace table. So basiczlly its a crate and its like a table but its cramped anf of to the side so entity cant see you. It also gives of the idea of nkt being able to see the entity like that one hiding spot u mentioned.
16:36 Almost started making a rooms fangame where EVERY ENTITY WAS CUTE back in the day to prob be more "unique" or something before i left the rooms community. Its pretty obvious why i scrapped that idea
I have a cool mechanic. The entity: it comes right through the room, starts bouncing from the opened door to the unopened one, then stops in the middle, then either rushes to the door and breaks it, or just despawns
Instead of a death screen, my fangame has this fleshy hand, aka a-0, aaka helper, reach towards your corpse and do like this magic touch on your forehead and curious light with ui text will appear at the bottom right of the screen to check your memories or something. When you go to your memories in the lobby, curious light will tell you about the way the entity works, while being slightly vague about it. At the end of curious light telling you how to avoid the entity you died to, he will tell you statistics such as how many times you died to it, how many times you have encountered it, etc. This way, you aren't forced to sit through an annoying monologue every time you die.
Sounds cool, but also a lot like R&D. What's the name of your fan game? If I were to make my own I would likely make something like the Robot Viewer from BFBB, where you can see the appearance, mechanic, times you avoided/got janked by each entity, as well as some funny text.
i would heavily recommend doing several takes of the script especially if you stutter or don’t speak clearly, otherwise great video! i’m working on a rooms theme project myself outside of roblox and this definitely was a good nugget of advice.
tysm for ur opinion! I’ve been trying to make a dream game of mine, have some coding experience and some details about what I’m making. These tips actually improved what best for my game. I’ve been working on it for a few months now, I’ve achieved a game will all the things you mentioned. My game is currently worked in progress, and I’ll be making it public soon. The game is called Satisfication.
This is some good tips even when making a game in obby creator (makes some of these tips impossible or hard to do) thanks for telling us for at least one 3D character. I’m making a game where a highly rich Area 51 area type which locks up A-000 to upper entitys. But they all breach due to a secret character and it goes lockdown. As the main player get stuck in the place (it inf btw)
I made my game called different rooms along time ago but it was cancelled but now it turned into weird rooms but it’s cancelled cause Minecraft and hello neighbor stuck in my head
What I find scary but almost no other game does this is as soon as the entity reaches a player that is not hiding, the camera footage cuts out, leaving you on a cliff hanger.
I would recommend you just make your own flashlight holding animation, the default animation would make the game look kind of basic, but I'm not saying that's bad.
R15 feels better imo for an actually scary rooms fangame and also you can just adjust the flashlight grip's position so it doesn't look like the flashlight isn't sticking out floating
I personally would say (for my rooms fangame idea Rooms: Flooded Bastion which is inspired by Rooms & Doors and Pressure) I'd add 8 new entities excluding a fail safe entity and an entity similar to guiding light but what about a mini boss like entity similar to seek. Hell Doors and Pressure have more than 8 entities but they still feel 'empty' I'd say 10 or 12 entities but fail safe entities or anti cheat entities won't count as they have very specific roles
Rooms:Of insanity (my rooms fangame) Items: A-Flashlight - can't see? use this! A-Gummy Flashlight - basically you can shake the flashlight. A-Bandage - your gonna die? Use this! A-Glowlight - looks like flashlight but looks:Cooler, Metal, And has a glowing orange belt. Battery - Use it to recharge the any flashlight. (Expect A-Glowlight) Super-Battery - You use this battery to recharge A-Glowlight. (ONLY A-GLOWLIGHT) GUI: Sprint - you can't run forever. So you get a bar. Inventory - the items you store in the inventory. Interact - To interact to grab items. Battery Bar - You can't use the flashlight forever. So you get a bar. Health - The most important thing in here (also entitys) the only entitys that dmg you is A-5 while. All entitys 1 shot you (Expect A-150 And A-225). There is also no health region. So watch out for A-5. (I also wanna say this but i also have waypoints for ENTITYS) Hiding spots: Locker - you go in the locker to hide of course. Blue Locker - basically it's like the locker but you go in it slower. Table - go under the table. To hide. Entities: A-Section(The Apartment) A-0 - a friendly entity in the lobby selling stuff for gummy dollars. A-5 - Will spawn in the room and will wander around the room. If you touch A-5, you get damaged. It's 10 dmg. A-20 - (The rusher):spawns with a beep sound and rushes to the rooms. Anyone in it's way will die. So hide in a Locker, Blue Locker, Table to hide from A-20. A-40 - (The rebounder) - basically acts like A-20. But instead of rushing it rebouneds. Only one tho. Hide in a Locker, Blue Locker, Or table to hide A-40. Will spawn with a 8 bit scream. A-60 - acts like A-20 but if it reachs the current room. It will stand still in front of the door for 8 seconds. Hide in a Locker, Blue Locker, Or table to hide from A-60. Will spawn with a small static. A-80 - Will spawn in the front and will rush all the way to room 000. Hide in a Locker, Blue Locker, Or table to hide from A-80. Will spawn in 8 bit scream like A-40. A-120(The powerful rebouneder) - basically acts like A-40 but instead of rebouneding 1 time. A-120 will rebouned 5 times. Will spawn with a static sound. Hide in a Locker, Blue Locker, Table to hide from A-120 A-150(the spawner) - will spawn in the front and will scream meaning that it will spawn any entity in the game. (EXPECT S VARIATIONS) Will spawn with a blade sound. You don't have to hide from it but only when your ready when A-150 will spawn a entity A-200(the enraged wind) - will spawn in the front room and rush to room 000 but when you get out your hiding spot it will be enraged also do not hide in a table cuz you will die (only when A-200 is in it's enraged form) Will spawn with a wind sound. Hide in a Locker, Or a Blue Locker to hide from A-200. When A-200 is in it's enraged state and is very fast. A-200 also has a aimscript. A-225(The Cloner) - Will spawn andb will stand still in front of the door like A-60 but will spawn clones of it's self. When it is done spawn clones. It will unblock the door and rush to room 000. Lore - At a breaking news ep. 2 people were missing in their work. David(A-120) And Jenna(A-200) (Boss) and they gave you a paper to explore their workplace the Apartment. Then you find a blue entity "A-20" and you encounter all entitys in each rooms. Then the other person was tired and layed on the floor and he thinks theres endless amount of rooms. But the boss was evil. He wanted some Entitys in his workplace. Then the person that was in the floor gave up and A entity came up to him (A-80) and killed him. And the person has turned into a entity (A-40). Then you explore the rooms. (A-0000000 Is not canon) A-0000000 - A safefall entity. If you try hack the game you get banned by A-0000000 will jumpscare you. Or if you fall out the map you get jumpscared by it. Stuff: Lobby - not much to talk about thr lobby. The only changes are: A Red block next to the radio. Introduction - (Cutscene) You walk to the Apartment and open the gate to the Apartment. Gummy Dollars - Use it to buy stuff in the lobby from A-0's Shop. Update 1: A-225 is now 20 times louder. A-20 has new particles. A-120 has a redsign. Fixed the A-200 spawn kill bug. A-20, A-40, A-60, A-150, Have S variations. S-20 - A-20 but faster (faster then A-20 and A-40). S-40 - Acts like A-40 but rebounds 3 times. S-60 - Acts like A-60 but despawning is fall to the ground. S-150 - Can only spawn S variations. (That's all folks!)
ey, redistributed rooms creator here. if you know redistributed rooms you know that it was really low quality and even the entities too. If you don't though, lucky you.. i was a great coder, yes, but building and designing? room for improvement. i realized just how low quality the rooms fangame i made added with a lack of motivation, redistributed rooms is cancelled and archived. Even though i was planning for a whole remaster and remake of the entire game, it felt out of reach. I was younger at that time, i was an experienced coder but not a good builder. Though, I won't say that I won't be returning to the rooms community anytime soon, I'll just be departing from it for now. With these tips though, I may have a chance to rebuild redistributed rooms from scratch and make the game i was truly hoping for. - RedStud
Can you do more ratings, here’s mine If interminable rooms wasn’t dead, and revamped instead: Revamped A-300: Starts from the spawn point extremely fast Can officially kill anyone who doesn’t hide and when it reaches the last room, turns into an color (sometimes 2 separate colors) Spawns the entity like normal, It can spawn any entity including its boss and A-332, (not adding A-80 and A-258 lol) Has an X version where it summons X variants, X-10, X-35, X-60, X-100, X-120, X-150, X-183, X-200, and X-245 (kills anyone in lockers) Rate it
fire, if i added a cute entity but it helps you would it be alright? like imagine you are at A-500 and a New entity spawns, you hear a noise followed by metal bashing, you leave the closet and there is a cat robot thing that helps you by giving items, tips or warnings (it would get destroyed by a entity and if you want it to stay alive you need a specific rare item like a wrench and oil)
I’m someone who can barely code which is why I used a kit since it was my first game (why did I do that) but I am learning a bit more about coding. Also another thing you can do with lobbies is add a spawn room which is safe from entities so right as you spawn you don’t die as that’s what I did.
holyyy, this is so useful i've love the walking simulator games a lot (personal nickname for sjsm, rooms, doors, and pressure), and I had an idea and a bunch of concept art for a Rooms fangame for a while now. It doesn't add too much to the original idea of Rooms, more of a remake with a certain something in mind and a definite end, but it's still something I want to make. I honestly never knew rooms/doors fangames were such a big community before this video lol (might check out a few to see if I can learn anything from em) the jumpscare tip really stuck with me, and my idea now is to make them in the style of SJSM's death screens so that's that
5:25 funny cause i thought of a flashlight where if you get to some section like the H section i made up or something if you click it it will open up four other lights at the sides and will flashbang whatever is in its sight once it starts shining for a little while
5:26 lmao my game has flashlight variants and one of them is bright as a flashbang, but don't worry, I made a realistic feature that if you shine it at the monster that is canonically sensitive to light he will run away
I have an idea on how to handle too many entities in a rooms game! In my game, >INF1NITY, I had the first entity get killed off by a-190. I plan to do this more with my entities. Fyi, to anyone who asks me where my game is, it isn't public yet.
I used a rooms kit but i actually fixed breaker locker script and made a same entity's mechanism like A-120 I.R and even explode spawn animation and i made 3D entity
Also, don't use irritating or questionable materials for the map. I've seen in R&D that this big, stretched dirt texture covers LITERALLY EVERYTHING in the game after A100. I don't know about you but to me the texture feels out of place. I don't know what the texture is or what the devs intended, but it has to be changed to a more transparent, different texture.
btw due to a recent update rooms & doors now uses custom designs for entities such as a-20, a-60' and more and i think that that is pretty cool (idk why i used the word handmade)
alright so this is some of what i heard in the video so imma simplify it: 1. Dont Make the Jumpscares have a basic flashling lights because it is very repetitive 2. Dont use the market place make it original 3.make it original dont try and make it a generic fangame make it good because its your game 4. Try out with 3d entities it will show players that the game is unique 5.make it make sense when a player is hiding somewhere like a table make sure that slow entities will get the player 6.dont make entities have the same mechanics like other games make it have some uniqueness 7. Dont make rooms a straight line it makes the game boring just going in a straight line Thats all from me bye
Something in the Rooms games I REALLY WANT THEM TO ADD, PLEASEE.. ADD SHATTERED AND DESTROYED AND DUSTED ROOMS, THESE ARE REALLY NECCSARRY AND THEY WOULD FIT IN SOME LORE!111!!! like- The walls are broken, the glass is shattered, some rooms has a water system which contains you to move slowly and some of them are dusted and really toxic sometimes.
idk why but my theory on why entities dont kill in tables is they achaully can still see ya BUT.... they cant reach you, they may now have enough "Power" to lift the table idk its just a stupid theory but its my theory
14:25 honestly you shouldnt even ignore this adding 2-3 3d monsters makes you shit your pants because i got caught lacking by my own one once also the `dont use kits` was my cue to stop being lazy and get my ass over to the luau room once exams end
i tried to get all of my points fit in the video but unfortunately it was too much lol
I Like Your Vids Man
I Even Liked And Subbed + I Might Make Something Like A Rooms Hangout
WHO ASKED + THE MRFTL IS BETTER HONESTLY
@@mister_fantastic_officialskibidi toilet + the sigma rizz is so much more better!
None Of You Are Better
imo something that scares me a lot in some rooms fan games are the lack of hiding spots.
it makes me feel defenseless.
for real, this is why i dont like extra hiding spots like blue locker and stuff because it just makes it easier to survive and makes it just less scarier
@@forb.what de?! 17 minutes ago!1!1!1
fr
i understand
@@forb.Ikr, blue lockers are intended not to be enterable, nicrocks just made them brighter so the players can tell directly.
actually informative video. really helpful and has given me ideas on what i could do. i was considering making a fangame and i do have ideas for it but i dont know how to code, so thanks for making the point about not using kits otherwise i might have ruined my fangame.
2:58 creator of nested rooms here, this might've actually just given me motivation to keep working on it lmao
lets gooo
is nested rooms based off the gmod nester map?
@@aVeryMintyFellow yeah
late response but i'm bored rn so, the full story of how nested rooms was made is that one time i was playing gmod on the nester map with one of my friends and we decided to try doing a rooms-like thing where he was the monster and there were indirect hiding spots rather than actual hiding mechanics, after we stopped playing i immediately started coming up with concepts for nested rooms and it eventually ended up where it is right now, also almost every entity is actually based off of playermodels we used for the entities in the gmod thing
from a dev: I usually don’t telegraph entities- since you learn how to counter them on your first encounter, but what I will do for the rooms fangame I’m working on is make them break furniture and walls as they rush to the latest room, so on the first entity encounter of a run you will hear destruction in the distance. Since new rooms don’t have already broken furniture, this can actually save your life if a quieter entity such as A-45 spawns, though you’ll have to rely on entity sound if you’ll want to have time to reliably find a locker after the first encounter of the run.
for jumpscares, short & sweet is REALLY good, and “3D” jumpscares are less… well, they’re more unique to be honest, and you can mess with the lighting and the such during the jumpscare if you want and not make it some GUI thing where the background becomes some random color.
About placement: entity encounters earlier than room 30 is okay! Just make them RARE. Rooms Remastered has a small chance for A-60 to spawn up to 20 rooms before room 60, but it’s so rare that despite playing the game multiple times, I haven’t encountered it once. This is good way to scare players who already know everything about the game, or to make them PANIC. Panic is also a part of horror games, and personally suddenly encountering an entity and only having a split second to react makes me dread future encounters, and they’ll catch me once my guard is down if the encounters are spaced out enough.
MY REPLY GOT DELETED TWICE
but anyways to summarize what i was saying TWICE i really agree with what u said in the placement part because fear comes from unpredicability
also i didnt know that a-60 does that lol, it sounds really scary if u are an experienced player and then all of a sudden a-60 comes at room like 26 loll
(also ps when i was talking about 3d designs i was talking about entity design)
@@forb. epic!! Fear definitely comes from unpredictability, sometimes I play my old fangame Rooms: Unlimited on hardcore mode (basically makes entities wayyy faster like an OP amount) and I get paranoid because if I don’t hear something the moment it spawns I’m toast, but the spawns are unpredictable RNG stuff!!
about the 3D designs, I know you’re talking about entity design, I just decided to add what I think was cool (“3D” jumpscares that add the background TO the jumpscare)
An interesting mechanic i thought of for a fangame is instead of having a straight path it diverges into many paths, all around the same lenght, each one will diverge into more and more, where you will frequently have to backtrack and try to remember where you came from and where you should head, some paths are locked and require items from other paths to unlock, and there are multiple exits each one giving a different ending, the harder it is to reach the better the ending
@@maxifire32 SCP: CB but in Roblox lol
For my fangame I’m not using Roblox Studio but another game engine. The basic premise is that there’s a Door on the right of the screen and you have to walk there. The levels are all super short due to the limitations of my game engine, but the entity’s make up for it. Instead of going from room to room or whatever, my entity only attacks when you touch the floor even once, essentially they’re just playing floor is lava. Once you touch the floor, you are basically dead because the guy moves fast and there is no other place to avoid him. The only way is to just rush to the door or try to avoid the floor. I plan to add 3 more entity’s soon.
rooms fans when tasked with the job of adding a unique 3d entity
Im not even a developer I’m just watching this for fun lol
as maker of rooms premade, i agree on making code your self, i made like 30 games before i even started on the old rooms premade, making your rooms games scary to me is build up and sound, also the 3d entities thing, i 100% agree that there should be 3d entities. good video for new people making rooms games!!!
I've been trying to turn your kit into something really cool. I've been working on it for a few months now and I'm getting really good at it, I've even learned lots of things about how the code works and I've modified a lot of things in the code to! [set rooms, custom mechanics, ect.]
Fun fact: rooms did used to have a jump scare sound even when you reset, but Roblox audio update ruined it so yeah
Best and most helpful video that gives me motivation. Thanks you!
Tip one: Be like pressure, be origenal and just dont suck
Have it be intresting and worth playing, dont re-use entitys or music
@@arnover2011 Yeah, kinda like how Pressure uses the same room 1 to 100 format as DOORS, but changed a lot of things to make it original and unique, such as Setting, Hazards, Music, SFX, Story, etc.
For example, Pressure has gaping holes, electrified water, gas leaks, Searchlights, Critters, and other cool and unique entities/hazards with their own unique mechanic and behavior. Pressure also uses underwater theming and more direct SCP like storytelling.
And Pressure has a few occasions where it uses multiple music types for certain things, like the beginning (Door 1 to Angler spawn) having 4 solemn/eerie soundtracks, Pandemonium having 3 banger soundtracks for it's minigame, Eyefestation having 3 soundtracks depending on its rage state, and the final Searchlights encounter changing music the more you progress
Sadly, no rooms games take this idea lmao. Its all just smiley rush faces that do the same thing. Occasionally theres A90 and something else but yeah. Ive seen sone of the worst designs ever. Ive seen literal smiley faces drawn in 3 seconds not exaggerating in the slightest.
@@Paclaicidian3000 Yeah, I agree with you. A lot of bad rooms fangames entities don't have original designs, mechanics, sound, or other elements. They're basically RUSH copies, rebounders, locker-checkers, chasers, etc. This may be because of the lack of creativity, motivation, etc.
Here are some of my tips based on my opinions for any horror fangame developers trying to make a scary/unique entity: ( _There's a lot for me to say._ )
Detailed/Scary entity designs can be difficult and/or time consuming, as some developers do not know how to make something scary, unsettling, or detailed. However, making a suitable entity design should at least be attempted. Your entity design should not be unoriginal or bland, and over-detailing entities is unecessary. Highly-detailing is only justifiable if the entity will make their appearance towards the player extremely evident, or long, such as going up to the player or something.
Jumpscares are unecessary, but is a good feature for an entity. It should be scary and startling, not excessive or extremely loud. Node entities should have a 2D jumpscare because it fits them very well, while 3D entities should have 3D animation jumpscares. However, like I said, jumpscares are unecessary, maybe just an instant red-fade-to-black death screen, or instant black death screen would be good enough.
Your entity's mechanic should be more unique and mysterious depending on it's complexity. All of your entity mechanics should be beginner friendly and not too confusing, tedious, or annoying. The player must also receives hints on the entity, whether it's an auditory or visual cue. Every cue an entity gives should have their own differences from others, as it may cause confusion for beginners.
Multiple entities can be placed in one area, but the maximum you should have is 3, as higher would be very annoying and would render the part of the game very difficult and unbeatable to some players. The Grumble Nest from DOORS Floor 2 is an example of an annoying/tedious entity, as there are multiple of them cluttered in one zone, and this can lead to annoying moments where the player can be unfairly cornered and ultimately killed. They also camp a lot, which makes the player unable to progress throughout the game without unfair difficulty.
Copying entity mechanics is something you should not do, because it's boring, predictable, and ruins the point of making the different entity. If multiple entities are made similar, some of their elements should at least be different from each other.
( _There's too many entities so I can't list them all down, sorry if the text is chunky._ )
For example, DOORS has multiple entities with their own unique mechanics.
Rush flickers the lights and rushes through the rooms, killing anyone on sight, Ambush behaves like Rush but rebounds and is faster, Hide prevents players from camping in a locker, Figure is blind and uses sound and vibration to hunt, you can't look at Eyes, you have to look at Screech, Seek actually chases you, etc.
Pressure uses 4 variants of The Angler, each of them having their own differences apart from each other, such as appearance or behavior.
The normal behaves like Rush from DOORS, Pinkie doesn't flicker the lights and instead uses sound cues, Blitz is extremely fast, Chainsmoker is very slow and kicks players out of their locker, and Frogger rebounds. Eyefestation behaves like Eyes from DOORS, but instead forces you to look at it and can become enraged. Wall dwellers come out of the walls and sneaks up to the target, and runs away when looked at. Searchlights kill anyone who is spotted within their light beams. Etc.
You don't have to follow everything given here, everything you plan to do is up to you, but you can use this if you want or have to. Thank you for reading this one mess of tips.
0:53 hey! thanks for playing my VERY old rooms fangame, i shouldnt make that like a flying wall, but that was me when i started building lol
IM SORRY
19:52 Kind of like pandemonium from pressure, when you lose in the mini game you don’t just die but pandemonium opens the locker and THEN you die
something that me and my friends agree on is that alot of rooms fangames have WAYYY to many entities, yeah sure having around 5 - 6 entities aint that bad, but having like, 20+ entities is too much, and i think the game that started the idea of adding a ton of entities is interminable rooms, and overall when every entity is just a locker checker or rebounder makes the entitys feel copy and pasted and boring, having less entities means more room for unique and fun mechanics for each of them without some entities feeling copy n pasted
idk if this is a controversial take or not, but its just something i feel like is a problem on some rooms fangames
0:11 l love we almost said hurricane
Omg the tongue clicks, the stuttering, everything, i am so sorry but i couldn't stop laughing 😢 amazing video btw your tips are really good
my first time reading off of a script 😭i will improve eventually
thanks for the tips! i wont do EVERYTHING in this tutorial (+ not using a kit since idk how to code) but it certainly helped me 1. get some motivation 2. how to make my rooms fangame actually scary
im working on a game called Confine and it's pretty much just rooms without the entities right now. i just made it a few days ago and ive been trying to make it good. so thanks.
I have an entity Idea for Rooms fan games, inspired by Doors' Eyes.
🪧 Name: A-115
💬 Nickname: The Changing Starer
📈 Spawn Chances: >0.2% before Room A-115, 5% after A-115.
⚙️ Mechanic: Every 5 seconds, the entity will change colour:
🟩 Green = Look at the entity, or you're damaged.
🟧 Orange = Entity is changing.
🟥 Red = Look away from the entity or take damage.
💔 Damage: 20-25dmg per sec.
yo bro, roblox is like 60 tick per second dude, you'll kill the player in less then a second, ya know?💀
@@reaper15
Every "tick" for damage would be 0.25s.
I had an idea for hiding spot to replace table. So basiczlly its a crate and its like a table but its cramped anf of to the side so entity cant see you. It also gives of the idea of nkt being able to see the entity like that one hiding spot u mentioned.
16:36 Almost started making a rooms fangame where EVERY ENTITY WAS CUTE back in the day to prob be more "unique" or something before i left the rooms community. Its pretty obvious why i scrapped that idea
tip, in lighting, set ClockTime to 0. This makes the game darker outside, and removes that light seeping through the walls if your room is a box.
thanks to this guide, half of my entities went from cool or cute to absolutely massacred faces
yay
I have a cool mechanic.
The entity: it comes right through the room, starts bouncing from the opened door to the unopened one, then stops in the middle, then either rushes to the door and breaks it, or just despawns
Instead of a death screen, my fangame has this fleshy hand, aka a-0, aaka helper, reach towards your corpse and do like this magic touch on your forehead and curious light with ui text will appear at the bottom right of the screen to check your memories or something. When you go to your memories in the lobby, curious light will tell you about the way the entity works, while being slightly vague about it. At the end of curious light telling you how to avoid the entity you died to, he will tell you statistics such as how many times you died to it, how many times you have encountered it, etc. This way, you aren't forced to sit through an annoying monologue every time you die.
Sounds cool, but also a lot like R&D. What's the name of your fan game?
If I were to make my own I would likely make something like the Robot Viewer from BFBB, where you can see the appearance, mechanic, times you avoided/got janked by each entity, as well as some funny text.
@@bloopahVIII my fangame is called >INF1NITY (or greater than infinity), but it isn't out yet. Also, I like your concept a lot!
i would heavily recommend doing several takes of the script especially if you stutter or don’t speak clearly, otherwise great video! i’m working on a rooms theme project myself outside of roblox and this definitely was a good nugget of advice.
tysm for ur opinion! I’ve been trying to make a dream game of mine, have some coding experience and some details about what I’m making. These tips actually improved what best for my game. I’ve been working on it for a few months now, I’ve achieved a game will all the things you mentioned. My game is currently worked in progress, and I’ll be making it public soon. The game is called Satisfication.
good luck on your game :DDD
This is some good tips even when making a game in obby creator (makes some of these tips impossible or hard to do) thanks for telling us for at least one 3D character. I’m making a game where a highly rich Area 51 area type which locks up A-000 to upper entitys. But they all breach due to a secret character and it goes lockdown. As the main player get stuck in the place (it inf btw)
Good tutorial, now I know how a better game of rooms, 10/10 :3
Ok, I will use this information for my rooms fangame I’m making in obby creator
I made my game called different rooms along time ago but it was cancelled but now it turned into weird rooms but it’s cancelled cause Minecraft and hello neighbor stuck in my head
even though i dont do rooms games and my own type of game this was interessing.
generic entity starterpack:
- smiley face
- made with one particleemitter
- extremely loud
You forgot the maximum magnitude screen shaking everytime they pass by
you legit just described a-60 in interminable rooms
@@ch3z5t1x8 that too, and it has to use ez camera shake
@@santinosalamanca4378 lmfao
thank you, now i can make regular office game.
What I find scary but almost no other game does this is as soon as the entity reaches a player that is not hiding, the camera footage cuts out, leaving you on a cliff hanger.
goood idea
Rooms: Found Footage is a really good fangame. Has more entities and mechanics
5:01 i reccomed that u turn the settings to R6 and default animation. That way it will stay still the flashlight AND it will be more realistic
I would recommend you just make your own flashlight holding animation, the default animation would make the game look kind of basic, but I'm not saying that's bad.
R15 feels better imo for an actually scary rooms fangame and also you can just adjust the flashlight grip's position so it doesn't look like the flashlight isn't sticking out floating
Im only gonna do the "You feel a cold shiver" when you walk into a wrong hallway and the entrance door slams on you
I personally would say (for my rooms fangame idea Rooms: Flooded Bastion which is inspired by Rooms & Doors and Pressure) I'd add 8 new entities excluding a fail safe entity and an entity similar to guiding light but what about a mini boss like entity similar to seek. Hell Doors and Pressure have more than 8 entities but they still feel 'empty' I'd say 10 or 12 entities but fail safe entities or anti cheat entities won't count as they have very specific roles
Taking notes from this to make my own rooms game!!
5:14 what was blurred??
Rooms:Of insanity (my rooms fangame)
Items:
A-Flashlight - can't see? use this!
A-Gummy Flashlight - basically you can shake the flashlight.
A-Bandage - your gonna die? Use this!
A-Glowlight - looks like flashlight but looks:Cooler, Metal, And has a glowing orange belt.
Battery - Use it to recharge the any flashlight. (Expect A-Glowlight)
Super-Battery - You use this battery to recharge A-Glowlight. (ONLY A-GLOWLIGHT)
GUI:
Sprint - you can't run forever. So you get a bar.
Inventory - the items you store in the inventory.
Interact - To interact to grab items.
Battery Bar - You can't use the flashlight forever. So you get a bar.
Health - The most important thing in here (also entitys) the only entitys that dmg you is A-5 while. All entitys 1 shot you (Expect A-150 And A-225). There is also no health region.
So watch out for A-5.
(I also wanna say this but i also have waypoints for ENTITYS)
Hiding spots:
Locker - you go in the locker to hide of course.
Blue Locker - basically it's like the locker but you go in it slower.
Table - go under the table. To hide.
Entities:
A-Section(The Apartment)
A-0 - a friendly entity in the lobby selling stuff for gummy dollars.
A-5 - Will spawn in the room and will wander around the room. If you touch A-5, you get damaged. It's 10 dmg.
A-20 - (The rusher):spawns with a beep sound and rushes to the rooms. Anyone in it's way will die. So hide in a Locker, Blue Locker, Table to hide from A-20.
A-40 - (The rebounder) - basically acts like A-20. But instead of rushing it rebouneds. Only one tho. Hide in a Locker, Blue Locker, Or table to hide A-40. Will spawn with a 8 bit scream.
A-60 - acts like A-20 but if it reachs the current room. It will stand still in front of the door for 8 seconds. Hide in a Locker, Blue Locker, Or table to hide from A-60. Will spawn with a small static.
A-80 - Will spawn in the front and will rush all the way to room 000. Hide in a Locker, Blue Locker, Or table to hide from A-80. Will spawn in 8 bit scream like A-40.
A-120(The powerful rebouneder) - basically acts like A-40 but instead of rebouneding 1 time. A-120 will rebouned 5 times. Will spawn with a static sound. Hide in a Locker, Blue Locker, Table to hide from A-120
A-150(the spawner) - will spawn in the front and will scream meaning that it will spawn any entity in the game.
(EXPECT S VARIATIONS)
Will spawn with a blade sound.
You don't have to hide from it but only when your ready when A-150 will spawn a entity
A-200(the enraged wind) - will spawn in the front room and rush to room 000 but when you get out your hiding spot it will be enraged also do not hide in a table cuz you will die (only when A-200 is in it's enraged form) Will spawn with a wind sound. Hide in a Locker, Or a Blue Locker to hide from A-200. When A-200 is in it's enraged state and is very fast. A-200 also has a aimscript.
A-225(The Cloner) - Will spawn andb will stand still in front of the door like A-60 but will spawn clones of it's self. When it is done spawn clones. It will unblock the door and rush to room 000.
Lore - At a breaking news ep. 2 people were missing in their work. David(A-120) And Jenna(A-200) (Boss) and they gave you a paper to explore their workplace the Apartment. Then you find a blue entity "A-20" and you encounter all entitys in each rooms. Then the other person was tired and layed on the floor and he thinks theres endless amount of rooms. But the boss was evil. He wanted some Entitys in his workplace. Then the person that was in the floor gave up and A entity came up to him (A-80) and killed him. And the person has turned into a entity (A-40). Then you explore the rooms.
(A-0000000 Is not canon)
A-0000000 - A safefall entity. If you try hack the game you get banned by A-0000000 will jumpscare you. Or if you fall out the map you get jumpscared by it.
Stuff:
Lobby - not much to talk about thr lobby. The only changes are: A Red block next to the radio.
Introduction - (Cutscene) You walk to the Apartment and open the gate to the Apartment.
Gummy Dollars - Use it to buy stuff in the lobby from A-0's Shop.
Update 1:
A-225 is now 20 times louder.
A-20 has new particles.
A-120 has a redsign.
Fixed the A-200 spawn kill bug.
A-20, A-40, A-60, A-150, Have S variations.
S-20 - A-20 but faster (faster then A-20 and A-40).
S-40 - Acts like A-40 but rebounds 3 times.
S-60 - Acts like A-60 but despawning is fall to the ground.
S-150 - Can only spawn S variations.
(That's all folks!)
I actually made my own Rooms fangame called “Ordinary rooms” which I used Unity engine to make it and most entities are hand drawn by me so yeah.
ey, redistributed rooms creator here. if you know redistributed rooms you know that it was really low quality and even the entities too. If you don't though, lucky you.. i was a great coder, yes, but building and designing? room for improvement. i realized just how low quality the rooms fangame i made added with a lack of motivation, redistributed rooms is cancelled and archived. Even though i was planning for a whole remaster and remake of the entire game, it felt out of reach.
I was younger at that time, i was an experienced coder but not a good builder. Though, I won't say that I won't be returning to the rooms community anytime soon, I'll just be departing from it for now. With these tips though, I may have a chance to rebuild redistributed rooms from scratch and make the game i was truly hoping for.
- RedStud
16:38 Tbh you should only use cute designs when your making a “bait and switch” type of entity
Like it should look cute at first but when you approach it it turns into horrors beyond human comprehension
Can you do more ratings, here’s mine
If interminable rooms wasn’t dead, and revamped instead:
Revamped A-300:
Starts from the spawn point
extremely fast
Can officially kill anyone who doesn’t hide
and when it reaches the last room, turns into an color (sometimes 2 separate colors)
Spawns the entity like normal,
It can spawn any entity including its boss and A-332, (not adding A-80 and A-258 lol)
Has an X version where it summons X variants, X-10, X-35, X-60, X-100, X-120, X-150, X-183, X-200, and X-245 (kills anyone in lockers)
Rate it
Now i wanna make a rooms game, but i can’t code, model, do art… basically i can’t do anything :D
u can do it!!!
I believe in you. I can't code, but I can model (kinda) and do 2d art!
8:00
Is the charms in R&D counts as items ?
Also no scanner gameplay in rooms fangames ?
fire, if i added a cute entity but it helps you would it be alright?
like imagine you are at A-500 and a New entity spawns, you hear a noise followed by metal bashing, you leave the closet and there is a cat robot thing that helps you by giving items, tips or warnings (it would get destroyed by a entity and if you want it to stay alive you need a specific rare item like a wrench and oil)
Can you use a cute entity design if it:
1. Fits with the mechanic
2. Bait 'n Switch
course
I’m someone who can barely code which is why I used a kit since it was my first game (why did I do that) but I am learning a bit more about coding. Also another thing you can do with lobbies is add a spawn room which is safe from entities so right as you spawn you don’t die as that’s what I did.
holyyy, this is so useful
i've love the walking simulator games a lot (personal nickname for sjsm, rooms, doors, and pressure), and I had an idea and a bunch of concept art for a Rooms fangame for a while now. It doesn't add too much to the original idea of Rooms, more of a remake with a certain something in mind and a definite end, but it's still something I want to make.
I honestly never knew rooms/doors fangames were such a big community before this video lol (might check out a few to see if I can learn anything from em)
the jumpscare tip really stuck with me, and my idea now is to make them in the style of SJSM's death screens so that's that
sjsm is peak
@@forb. oh the things I'd give for the fandom to be alive again.
@@thaliagubantes6811 hopefully it revives when new 3d models release
if you like walking simulators you should play adyhb
walking simulator with 6.5 hour badge
deep ahh voice 🙏
video was helpful
5:25 funny cause i thought of a flashlight where if you get to some section like the H section i made up or something if you click it it will open up four other lights at the sides and will flashbang whatever is in its sight once it starts shining for a little while
i love the part that you killed a neko seek with an INF CPS Minigun O4
I designed the rooms in my fangame to have the mostdevious locker placements by spamming dark lockers, which are bullied by pretty much everything
evil
5:26 lmao my game has flashlight variants and one of them is bright as a flashbang, but don't worry, I made a realistic feature that if you shine it at the monster that is canonically sensitive to light he will run away
epic
@@forb. Thx
I am also planning on adding a shop entity (like Sebastian from Pressure) would this make the game less scary?
Blud voice is like “hey bbg”
eyy thats me in the first rooms and doors playthrough!!
WHATT
I have an idea on how to handle too many entities in a rooms game! In my game, >INF1NITY, I had the first entity get killed off by a-190. I plan to do this more with my entities. Fyi, to anyone who asks me where my game is, it isn't public yet.
Thanks for the tip
nice, even though i will probably never make a rooms fangame
3:37 DISTRICT CASCADE MENTIONED
i loveee district cascade ITS SO GOOD
@@forb. YEAH IKR
I made an first person animation, put effort to my entity designs and adding 20 rooms per section.
Can you make a video on just the entities (sounds, mechanics and design in more detail)
YOU MENTIONED ELEVATION WOOO
Alternate title: how to improve your fangames
fire
13:40
yeaah i don't think Mr Chix or any other IR Designer would give a shit about this
YOOO I KNOW THE CREATOR OF NESTED ROOMS AND HELPED WITH IT A LITTLE BIT SO COOL TO SEE IT HERE
^^^^ i can confirm i know this guy
I love rooms but OH MY GOD PLEASE CAN WE HAVE A ROOMS GAME WHERE THERE’S ONE ENTITY THAT ISN’T JUST A COLOURED FACE
we need more 3d humanoid designs
@@forb. 3d designs in general
@@albireo2990 we do, rooms remastered
Imagine it's some black poorly drawn figure like the monsters in Light Bulb tbh
I used a rooms kit but i actually fixed breaker locker script and made a same entity's mechanism like A-120 I.R and even explode spawn animation and i made 3D entity
Also, don't use irritating or questionable materials for the map.
I've seen in R&D that this big, stretched dirt texture covers LITERALLY EVERYTHING in the game after A100.
I don't know about you but to me the texture feels out of place. I don't know what the texture is or what the devs intended, but it has to be changed to a more transparent, different texture.
btw due to a recent update rooms & doors now uses custom designs for entities such as a-20, a-60' and more and i think that that is pretty cool (idk why i used the word handmade)
Is it okay to use a kit only for the basic room gen/entity spawn scripts?
Yea
Called rooms: the rebound of scarys.
5:39 YES, I'VE ALWAYS THOUGHT THIS BRO...FINALLY SOMEONE SAYS IT
Your oc looks like orange and i would genuinely eat it
alright so this is some of what i heard in the video so imma simplify it:
1. Dont Make the Jumpscares have a basic flashling lights because it is very repetitive
2. Dont use the market place make it original
3.make it original dont try and make it a generic fangame make it good because its your game
4. Try out with 3d entities it will show players that the game is unique
5.make it make sense when a player is hiding somewhere like a table make sure that slow entities will get the player
6.dont make entities have the same mechanics like other games make it have some uniqueness
7. Dont make rooms a straight line it makes the game boring just going in a straight line
Thats all from me bye
i mean i a 10 year old kid but yeah when i 14 i will try to make a game
4:25 TH-cam thought you swore
Something in the Rooms games I REALLY WANT THEM TO ADD,
PLEASEE.. ADD SHATTERED AND DESTROYED AND DUSTED ROOMS, THESE ARE REALLY NECCSARRY AND THEY WOULD FIT IN SOME LORE!111!!!
like- The walls are broken, the glass is shattered, some rooms has a water system which contains you to move slowly and some of them are dusted and really toxic sometimes.
Never expected anything from a FireOrb, so suprised
Should I make my doors open with a prompt or should I do it like doors where it opens when you get close to it
its your choice it doesnt really matter since it doesnt affect gameplay that much
idk why but my theory on why entities dont kill in tables is they achaully can still see ya BUT.... they cant reach you, they may now have enough "Power" to lift the table idk its just a stupid theory but its my theory
my personal theory (which I believe is much more reasonable to believe) is that they either
A: don't care
B: gotta go fast and don't wanna slow down
11:51 these texts would be cool if you had it appear randomly, so that it may seem like something is about to happen, but in reality it isn't
not the exact same thing, but that reminds me of the Anticipation mechanic in Pressure
U said “no cool designs” but thumbnail has a “cool designs”
Should I make the game infinite? Or should I include the A-1000 end room to beat the game?
I hope intmineable comes back😢 I miss it already😢
If I had a nickel for every time I heard this man “smack”, I would be a trillionare
"or you can make the lobby like rooms and doors or pers, dur, or preu" 8:55
14:25 honestly you shouldnt even ignore this adding 2-3 3d monsters makes you shit your pants because i got caught lacking by my own one once
also the `dont use kits` was my cue to stop being lazy and get my ass over to the luau room once exams end
Hey forb, is it okay to draw my own entities (no reference and no distortions)
yes that is recommended
@@forb. I have drawn my designs
Forb is there anyway i could ge the design of the detailed entity in the thumbnail im making a space doors horror game and that
Design suits it
its from rooms low detailed
@@forb. Ty also I have set up a discord server for game called Subspacial Error if you would like to join
14:27 WRONG!
The third 3D design is from Rooms: Remade Name of entity: A-150
WRONG ITS A-300
Slawg this video gave me so much anxiety because I broke so much of the criteria 😭🙏
Sorry for off-topic but 5:18 what is the game name?
im no developer but imo having 20+ entities in ur game is too damn much, thats what makes most rooms fangames mid for me
Also we can hide under shelves if we can tables - unhinged rooms