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!
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)
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)
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)
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...
Map progress and new designs, new vegetation assets, the base design around the new map is set !
This week I've been working on pathfinding, spawnsystem, and the player. Implementing the pathfinding NavMesh system, random loot spawns, and other things...
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...
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