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The year is 1865, the american civil war has been fought for four years. Rumors of monsters are spread across America, people started scavenging and hiding from their society in fear of the monsters. The monsters are spreading through epidemics. Your old friends have left you to protect themselfs and their families, you're on your own, your goal is to survive. You wake up, you have nothing, you have to scavenge supplies and survive the unforgiving world. Darkest Night is a first person horror survival game, coming to PC/Mac/Linux. Either play with or against other players in multiplayer, or play by yourself in singleplayer, both modes are available. Darkest Night is designed with a low poly art style, it looks great, and it has good performance for the player. Stay tuned for updates regarding the game!

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THE DEVELOPMENT PROBLEMS

No new updates in a while, I've been incredibly busy with other projects and running into issues in development with Darkest Night.However, here's a new update ! The problems have been mostly about the character animations and uv mapping.But also making the server do more calculations server side, making the network architecture stronger against hackers.Finally, it's not fun to see/read about new network implementations, that's one reason why updates are slow these days.So alongside with networking, I will also be continue the design and map progress of the game.

(Image below is a visual comparison between the old character and the new character)

Darkest Night - Pre-Alpha v1.55 UV Maps & Unity 5

DYNAMIC UV MAP INTEGRATION

Importing the new character with completely new uv maps and animations has also been a challenge.The biggest issue was that the uv maps refused to follow the model from Blender to Unity, but now it works!So now during run-time you will be able to change clothing, and in the menu you should be able to change how your face looks.

(Image below is another image showcasing the new character with working dynamic uv maps)

Darkest Night - Pre-Alpha v1.55 UV Maps & Unity 5

CLIENT/SERVER NETWORKING

Networking has gone slow and steadily, it's tough, and it takes up a large part of the development.I have been implementing some standard network things regarding the client/server communications.So the client will control its own inventory system and its own character on the client side,but any important action such as shooting/equiping an item/dropping an item will all be controlled and calculated by the server.As said before, it increases performance to put as much on the client as possible and keeping JUST the important calculations to the server.For any survival/combat game it's important to keep a smooth and realistic approach for the networking.

(Image below is showcasing some map progress, trying to fill the map with vegetation)

Darkest Night - Pre-Alpha v1.55 UV Maps & Unity 5

Darkest Night - Pre-Alpha v1.5 - Antagonists & Network Architecture

Darkest Night - Pre-Alpha v1.5 - Antagonists & Network Architecture

News

Hello ! This week I have mainly been working on antagonists, but also the character, map, and the networking solution. You can really start seeing progression...

Darkest Night - Pre-Alpha v1.45 Map Progress & New Design

Darkest Night - Pre-Alpha v1.45 Map Progress & New Design

News

Map progress and new designs, new vegetation assets, the base design around the new map is set !

Darkest Night - Pre-Alpha v1.4 Pathfinding, Spawnsystem, and player features

Darkest Night - Pre-Alpha v1.4 Pathfinding, Spawnsystem, and player features

News 2 comments

This week I've been working on pathfinding, spawnsystem, and the player. Implementing the pathfinding NavMesh system, random loot spawns, and other things...

Darkest Night - Pre-Alpha v1.3 - Multiplayer, Map, and Antagonists

Darkest Night - Pre-Alpha v1.3 - Multiplayer, Map, and Antagonists

News

This week I've been working on the tough parts of any multiplayer game. Implementing the authorative architecture and working on the new 154 km2 map...

Comments  (0 - 10 of 14)
Guest
Guest

The game looks great, and I hope to see more of and I will hype for the release!

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VoytechInteractive Creator
VoytechInteractive

Hey !

Thanks for checking out Darkest Night !
If you would like to try the game early, I suggest you participate in the open alpha in the future. It will be at no cost. Since I haven't decided on a pricing yet, the alpha is a great time trying the game out for yourself.

Best regards,
Andreas

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tamponmania
tamponmania

Next unturned,minecraft,dayz clone.. -_-
And it's worse if it's in Unity..

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VoytechInteractive Creator
VoytechInteractive

Hey tamponmania !

I acknowledge your statement. But before you've tried it, I don't agree with it. When you say "Next unturned,minecraft,dayz clone..", you might write that because of the graphics similarites in the games. The art style is called low-poly, and is used by tons and tons of indie developers. It's a great art style, but it has been seen in the survival genre before, such as Unturned and Stranded 2.

"And it's worse if it's in Unity..", you shouldn't determine a game's quality based by its engine. A lot of great games and a lot of next-gen games are developed with Unity, and Unity is by far the best option for any indie developer.

Then, if you think the game is too similar to Unturned & DayZ, you haven't yet played it. And yes, the it is in the genre survival, but it differs so much from other survival titles. Unturned and DayZ are both zombie survival games, Darkest Night is a survival game, but the core concept is much different from any of these 2 titles.

As antagonists Darkest Night has monsters, such as Vampires, Werewolfs, and other monsters. Basically the core concepts does differ, and I hope your opinion will change over time !

Best regards,
Andreas
Darkest Night dev

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tamponmania
tamponmania

Stranded 2 has normal 3d graphics.. I've played it..
Okay.. No zombies.. Monsters :D
Will this be free or paid? It looks nice btw(era, mechanics,world)

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VoytechInteractive Creator
VoytechInteractive

Hey tamponmania !

I like the Stranded 2 graphics, in my opinion they look a bit too old school for my taste and my designs, so I decided doing it all with bright diffuse colors and low-poly models.

I haven't decided on a price yet(or free), but I will release a update about it when I know.

Best regards,
Andreas
Darkest Night dev

Reply Good karma+1 vote
VoytechInteractive Creator
VoytechInteractive

Hey indies !

No update the past week, I have been busy modelling different kinds of buildings and in general objects.
I will however post this week, so stay tuned !

/Andreas

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necrogaz
necrogaz

This actually looks a lot like unturned, but if youre doing this more for fun than for fame or/and money then good luck to you!

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VoytechInteractive Creator
VoytechInteractive

Hey Necrogaz !

Thanks for checking out Darkest Night !
Yes, I use similar artstyle as Unturned, and its a kind of survival game, but its core gameplay and mechanics differs a lot from Unturned. Unturned itself looks incredibly similar to other titles, but right now Unturned is trending, and low-poly games are often compared to Unturned.

Darkest Nights core is more horror than most other survival games. And again, the graphics are constantly changing since it's pre-alpha fight now, and I'm aiming for a more poly look. So hopefully people can differ the titel from other survival games.

Thanks for the feedback, I appreciate it, good luck to you too !

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Vladiskov
Vladiskov

i think he meant to say the cube graphis

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VoytechInteractive Creator
VoytechInteractive

When I wrote "low-poly" I meant "cube graphics". Low-poly basically describes a low polygon count which Darkest Night is designed with.

Thanks for the reply, and sorry about any confusion.

Reply Good karma+1 vote
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Darkest Night
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