Autism Project Punishment / Fundamental Punishment - a Fundamental Fangame

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Soygoy

I will fight for /anthro/
Was gonna post this in the FPE thread but it seems to have been filled with... well
whatever the fuck this shit is
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iu

and as a certain type of fan of FPE, I guess I'm not that weird after all, because this is just, weird. like I aint even gonna hold you.
like this is why people hate FPE what the fuck

anyways im makikng this cool stealth game because i like metal gear solid and baldis basics here

Soygoy why the FUCK do you like FPE?​

Lets get this out of the way first. When I saw Basics in Behaviour, the Kaaatie animation, I thought the artstyle was cool, I also liked the living tombstone song. I imagined what an FPE game would look like, fast paced, stealth action perhaps? But alas nothing like this existed. I always thought of how cool it would be if we had Baldi's Basics but set in a more serious universe with dire consequences would be, rather than the le ebin silly ironic world that things typically are in. I also want to distance myself from most people who do like FPE by saying that those people are of the /qa/ type of people who obsess over women, and as you all probably know, you don't have to worry about that with me, because I'll be obsessing over the men mor- (I'm just kidding, I'm not gay, but I'm not obsessed with women like /qa/ is either.)

TLDR: I'm not sexually attracted to the characters, the art style speaks to me and I just think it's fucking cool as hell. But others are a bit... ehhhhhhhhhh about it.
The issue is that most people focus on the cutesy aspects of FPE and completely disregard all of the gore, the deaths of children and the oppressive atmosphere of the universe and characters like Miss Circle for a "haha le death is le cute!!!" which I find to be disgusting. I like cool stuff, stop making muh cool stuff cute.

What is "Project Punishment?"​

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Escape. The. School.​

Project Punishment is a potential game made in the Godot Game Engine that seeks to answer the question of "What if we combined Baldi's Basics, Metal Gear Solid and FPE?" I came up with this idea about 5 seconds after watching Basics in Behaviour because I thought it would be really cool. Heres the animation if you want to fully understand what I mean:

Essentially, the idea of school children overcoming a murderous and oppressive threat combined with the action of the music gave me the idea to make something fast paced and action orientated with a focus on stealth, combat and parrying mechanics. I talked about it a lot with Skibidi Sigma in our DMs whilst I was going through my angry evil Neutraplier villain phase but I've since come to my /calm/ senses and I prefer to enjoy what I like to enjoy without people telling me that they didn't read or constantly are negative. Because the opinions of those people simply don't matter and will be ignored.

Project Punishment takes place in a world known as "The Paper Domain" which is owned by an evil and tormented person. This world is very much different to our world, as it is entirely made of paper, the inhabitants of which are forced to endure torturing and suffering for all eternity. The students of Paper School are forced to get good grades or else they die, breaking the rules results in their death, it is a hell that never ends, that is until Engel wakes up and decides to escape. You play as Engel, trapped inside of Paper School, it's your job to use your stealthy abilities to navigate the school, knock out guards with a slingshot and other items, hide in lockers, avoid cameras and avoid punishment at all costs. You must navigate around the school, collect all 10 keycards without alerting the guards and get to the door to escape the school.

Your main enemy is Miss Circle, very much unlike the original animation, I plan for her to be a tall, menacing and not cute but rather terrifying Mister X type character that will follow you throughout the entire school. Unlike Baldi, however, she doesn't instakill, she does damage to you and you can parry her attacks, this was inspired by this frame in the animation where Engel can parry Miss Circle's attacks.
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However, Miss Circle has an anger bar and if you parry her attacks too much, she'll stop trying to kill you and instead make a B-Line straight to Alice's door, giving you only about 30 seconds to get out before a bigger threat actually instakills you.

This kind of thing is hard to explain to anyone who hasn't seen the 4 minute long animation, but Alice is essentially this all-powerful demon that can attack from a large range, it kills anything that enters it's room and I prefer to treat it like a creature rather than a person.

Like I said however, the core premise of this project is a stealth game set in a school heavily inspired by the Kaaatie animation and the living tombstones theme song, and also Metal Gear Solid. The game will have a First Person Mode so you can aim your slingshot to hit enemies' heads and will have a variety of items similar to the ones you can get in Baldi's Basics. To get keycards, you must perform maths puzzles in real time aswell as solve other kinds of puzzles and avoid guards and other students which might rat on you and where you are. If you are caught, ALERT mode will activate, and Miss Circle will essentially make a B-Line to your location as fast as she can at that moment, the more keycards you collect, the more angry she is, the faster she runs, but the more you parry her, the more angrier she gets aswell, this means you have to rely on items that don't make her angry to get the keycards more effectively. The game will also have cameras you have to knock out, like Metal Gear Solid. I've always found Baldi's Basics to be a cool game that wasn't fully realized or expanded upon so this is kind of my way of making something similar to two great games with a better execution in my opinion.

Current progress​

Currently I have a simple test scene set up to showcase a very basic indev run animation that's not complete but a showcase of the kind of perspective I am going to create.
The 2D characters will walk in a 2.5D environment, every character being a 2D skeleton for easy animation etc. You can change camera perspective with Q and E, I might make camera perspective automatic in the future though if that is possible.


Theres no school walls or lockers or anything like that right now because I'm focussing on getting the player character right, making UI elements and giving him moves, making his movement as best as it can be before worrying about level design and stuff, should also make him some sound effects too, combat stuff, parry animations, etc.

Theres a lot more that I would like to explain but you've seen the length of this, so I'd rather just show updates on this and have you guys figure out what I'm doing so I don't have to explain myself.
 
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Forgot to add but I'll be redesigning some of the characters and making up my own lore for it aswell.
The male characters don't look male enough in my opinion.
 
The art style doesn’t really fit a 3d game. But a 2d game would probably be ass
all I have to do is just make everything look papery, the 3D effect is so that navigating the school would be more fun than trying to replicate it in a 2D game.
The animation itself is sort of semi 2D and has 3D elements. I made it third personish because I think first person games are a bit tired and worn out at this point
 
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