• Register

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!

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

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

Posted by on

THIS WEEK

I have mostly worked on the new map, making new vegetation assets, and making the foundation of the new map. I have also added easier functionality when it comes to the inventory, picking up/equiping items are now even more dynamic than before.The old ugly artwork is gone! I finally made a new design.

(Image below is showcasing a fully dynamic inventory system, making it easy to use)

Darkest Night - Pre-Alpha v1.45 - Map Progress

MAP/TERRAIN FOUNDATIONS

When I use the word "foundation" I mean the base design of the whole map.Thus far I've designed around 150x150 m of the map, which is a tiny part if you think of the whole new map, but making the first steps is crucial and I've now decided on a beautiful vegetation design.When I design the map, I'm aiming for a lot of altitude difference between different areas on the map.A stale flat map is never funny to wander across, since a large part in any survival game is wandering, then it must be exciting to explore. So I feel the foundations are set, now it's just a matter of working and maintaining the same aspect throughout the whole map.The two images showing of vegetation models are two new bush models I created.The other two map images are showcasing a small forest area and the other one a field filled with nice looking wheat.

(The two images below are from the new map, the first image is showing a little area with pine trees and beautiful red roses. The next image is a desert field, with a hill filled with wheat)

Darkest Night - Pre-Alpha v1.45 - Map Progress
Darkest Night - Pre-Alpha v1.45 - Map Progress

NEW DESIGN

The new artwork(see below) is in my opinion much better than the last one.Yes, it's simple, but simple is sometimes good. When you create a title/logo you want it to be unique but still easily understandable. A logo showcases your game for potential players, so I went with a kind of horror looking font, because its fine and spooky.Not much else to say about the artwork, I think I'll keep this one for some time if I can't come up with anything else.

(The image below is the new artwork for Darkest Night, yet simple, but unique in my opinion. Have a different opinion? Then leave a comment below)

Darkest Night - Pre-Alpha v1.45 - Map Progress

NEXT WEEK

Next week will be the week of antagonists, FINALLY!I've been delaying this part for a while but it's for the greater good, I don't want to rush a core component in Darkest Night. Working with the antagonists might take as long as two weeks, because creating models and animations for Vampires, Werewolfs, and Cannibals are a lot of work for a sole developer.In before next update I will have antagonists to show, I promise!

(The two images below are new vegetation models, both are bushes. Vegetation variety is important!)

Darkest Night - Pre-Alpha v1.45 - Map ProgressDarkest Night - Pre-Alpha v1.45 - Map Progress

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: