With 3:00am Dead Time, be part of a Paranormal TV show, and prepare yourself for the nightmare. From ghosts and demons, to aliens and gnomes, and from graveyards and forests, to old churches and haunted houses, the world is yours to explore.
3:00am Dead Time is a horror game like no other. Join a TV show about paranormal events, and get ready to investigate the scariest places and phenomena from all over the world, be it a ghost or UFO sighting, a haunted house, old graveyards and churches, underground tunnels etc. You will have to capture the best evidence of the existance of the forces around you, be it an alien, a poltergeist, or even a demon. With hundreds of phenomena, dozens of paranormal beings, randomly generated behaviour that responds to your actions,huge scenes with lots of details and secrets to explore and discover, and hundreds of little evidences and clues that will help you to understand the history of each place, this will be the most complete horror game for the PC
These are the specs of the development machine, and for now, the provisional requirements of the game. While we are keeping the game optimized enough to run with less powerful machines, while it is on Beta these are the requirements.
OS : Windows 7/8 64 bits
Processor : AMD A4-3300M (Dual core, 1.9Ghz), Quad-code 2.1Ghz Recommended.
RAM : 4 Gb of RAM (8Gb Recommended)
VRAM : AMD Radeon 6140D (Dedicated : 512Mb of VRAm; Up to 1.46Gb of managed VRAM)
HDD : At least 3 Gb of free space(demo) at least 18 Gb of free space (full game)
THIS GAME IS CURRENTLY ON STEAM GREENLIGHT
Hi everyone, and welcome to a new Development Diary. For today's article we have a lot of things to cover, so let's get started :
As we keep developing the game, we want to make it available to as many players as we can. Because of this, since earlier today, the demo of 3:00am Dead Time is available through Itch.io and Gamejolt, both websites where we will be adding updates and news as we progress with the development of the game.
You can download the demo now, for Windows and Linux, and play this Pre-Alpha version by yourself.
During the last few days we have kept improving over the scenery for the levels of Episode 1. In the previous article we shared with you how we are developing the outdoors portion of the scene, but a lot of work is also being made to the indoors portion, mainly to the house.
Most of the pieces of furniture in the game are fully interactive, to make the investigation and exploration of the scene more complete (and for several of the key moments in the Episode)
Each one of these pieces of furniture has individual Occlusion, lighting and shadow maps to improve the quality and amount of detail. The doors and drawers are animated one by one to make sure all the movements and interactions with them are correct. There are also hundreds of props being added to decorate the scenes and to add story elements, clues and information about the story.
But besides the props and furniture models, we are also working on new human characters who will be featured in the next release as part of the 3:00am Dead Time team, and also one key witness of the events in the Prologue of the Episode, which will setup the whole investigation.
All our human characters start as a concept, a drawing or draft that works as a reference for the two 3D artists of our team. We sculpt the characters using Sculptris, starting with a basic humanoid shape we have made in Blender 3D, then we paint it using Sculptris and Blender for finer details, the character then is optimized with retopology, rigged, and sent to the Unity Engine. Once there, we add the corresponding shaders and textures, and in Blender3D, we start the animation process.
Making a human character, from the draft to the point where it is ready to be animated and usable in Unity, takes around 20-25 working hours (in some characters with complex hairstyles or clothes, this can go up to 40 or 50 hours).
Here is a small timelapse of part of the sculpting process of one of the characters :
Due to the performance and polygon limits in Sculptris, making a character is a particularly long work, having to make the faces, hands, feet, upper body clothes, lower body clothes, shoes and accesories all in separate sculpted files, to preserve a high quality, and then they are reduced in polygons, joint inside Blender 3D and baked together. This process alone takes most of the development time for a character (which is one of the reasons the funds in our IndieGoGo campaign are asked for ZBrush and Substance Painter licenses, to improve greatly the speed of development by getting rid of these limits).
The characters are still works in progress at this point in the 3D part, but they are being written and well defined in our script for the upcoming releases (for which we have plans of seeking some voice acting help soon).
The game is moving forward with speed, and very soon we will start sharing with you the results of our first multiplayer tests in this Episode, as well as some first early footage for the new content.
If you like this project, please support its development by voting us on Steam Greenlight and funding our IndieGoGo campaign. Any support is very appreciated and we have perks for all pledges starting with one dollar, as well as discounted copies of the game and Early Access, to play the upcoming Prologue and Multiplayer levels.
Thank you for reading, remember to leave your feedback in the comments below, and see you all in the next development diary for 3:00am Dead Time!
3am Dead Time is in active development and with a big ambitions, but we need your help to make it come true and reach its potential.
In this Dev. Diary we'll talk about upcoming levels for the game, how we are developing them and how you can get early access to the game.
3:00am Dead Time has a new demo and is in the beggining of an IndieGOGO campaign. Help us spread the word!
Learn about the upcoming demo and IndieGOGO campaign for 3:00am Dead Time as well as the many updates since our last article.
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