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Platforms
Windows, Mac, Linux
Engine
Unity
Developer
riccardo_deias
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Genre
Third Person Shooter

Average Rating

7.8

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Do you remember the survival horror genre in 90s? The atmosphere? The fear? Last summer i’ve started working on my first game and now i want to share with you this experience.

New screenshots from last Alpha Build and...

0

New screenshots from last Alpha Build and...

Four new screenshots from last Alpha Build (0.1.17) and...

Oct 24, 2014 News
New enemies will rise from darkness, and…

2

New enemies will rise from darkness, and…

Hello guys, new enemies will rise from darkness...

Aug 18, 2014 News
Project Night - 4 new screenshots from Alpha Build v0.1.16

2

Project Night - 4 new screenshots from Alpha Build v0.1.16

Hello guys, four new screenshots for Project Night (from Alpha Build v0.1.16) with more details respect last build.

Jun 27, 2014 News
Project Night - Some new screenshots - (Alpha Build v0.1.15)!

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Project Night - Some new screenshots - (Alpha Build v0.1.15)!

Hello guys! Some new screenshots from Project Night! Thank you to everyone, Project Night has been Greenlit!

Apr 11, 2014 News
Project Night - 3 New Screenshots from Testing Areas!

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Project Night - 3 New Screenshots from Testing Areas!

Hello guys, a new update for Project Night (Alpha Build). Three New Screenshots!

Oct 15, 2013 News
Comments  (0 - 10 of 110)
HiddenAsbestos
HiddenAsbestos Nov 14 2014, 10:32am said:

It's a small thing but is there a way to (/ plan to) turn off the player's hat? I don't like the red band around it as it stops the player being purely a silhouette which I think would work better for immersion.

Also the HUD messages are tiny on 1920x1080 - please scale the text proportionately to the height of the screen vs some reference height (if that's makes sense :-) ).

Keep up the good work, there's something really compelling about this game. Even though it's kinda rough (the enemies really need work on animation and sound effects) I find I can look past it. Oh and I like the controls as they are in 0.1.16 btw :-)

+1 vote     reply to
riccardo_deias
riccardo_deias Nov 14 2014, 12:19pm replied:

Hello! The red band is just a test. I don't know if it will be in final build, still waiting for new feedback. Could be deleted. ;)
Yeah, i'm also working on it (and font). Thank you for the feedback!
Yep. Anyway, currently enemies have better animations than v0.1.16, but there could be improvements in future. About sound effect: You don't like anything about that? You don't like the sound while they're dying or... what?
Thanks! I'm happy that you like the new controls.

+1 vote     reply to
HiddenAsbestos
HiddenAsbestos Nov 15 2014, 7:38am replied:

> About sound effect: You don't like anything about that? You don't like the sound while they're dying or... what?
Sorry, I mean I feel the sound effects could be more immersive, perhaps creepy voices that you hear before you even see a monster. I don't feel too strongly about the sound in particular, it's definitely the animation and overall look of the first monster you see that could be scarier.

Don't want to be anything other than objective when I say this, in my opinion - they could be more grotesquely proportioned and more detailed (more roughness in the normal map perhaps, more gore), they don't move very convincingly either and so don't read well as a plausible threat (take a look at the early monsters in Deadly Premonition, which IIRC are bent backwards in similar way) they should should shamble more rather than slide towards the player.

Also the first one you see could possibly do with a kind of "big reveal" like you'd get in a Resident Evil game - just something like focus the camera on it appearing from the gloom to get the player creeped out and ready for action. At the moment it's not very dramatic.

Anyway, hope this is useful. I do hope you find success with this and I hope my critique will help improve on what is already a good foundation.

+1 vote     reply to
riccardo_deias
riccardo_deias Nov 15 2014, 11:38am replied:

Yep. Your critique is good. I agree about a sound that announce the monster before appear. Basically, this happened in other levels, with the sound of step that the player listen before see the monster. Anyway, i'll could add some sfx to improve the "event".

+2 votes     reply to
DesuKibou
DesuKibou May 12 2014, 4:31am said:

I *like* tank controls. They're a bit less intuitive, but they actually allow for more precise aiming, and they make running between multiple camera angles a lot easier.

+3 votes     reply to
lanm
lanm Jul 3 2014, 5:29pm replied:

I agree so much!

+2 votes     reply to
riccardo_deias
riccardo_deias May 16 2014, 8:45am replied:

Yeah man, you got the point. I'm trying to make it better and more intuitive, but it's not easy.
I'll do my best! :)

+2 votes     reply to
riccardo_deias
riccardo_deias May 8 2014, 4:09am replied:

Thank you.

1) Yeah. I'm trying to make a better control than typical "tank control". It's not easy because i'll need to work with multiple cameras. Anyway, i will try to get a better experience.

2) Nope, this is not the final. I'm still working on it. ;)

3) Yep, it's still a working progress monster. But... you love or hate it?

4) I put a limit for reload the gun (you need have less than 6 bullets). Maybe i could change about it, but i don't like that gamers goes around the world with 100-200 bullets.
I will work on it.

5) Yeah. In the current alpha build, you're playing about the 25% of the game. During the full build, you'll find more infos and you understand that there's a story and it's a really "strange story". :)

Thank you for your feedback and interest.

+2 votes     reply to
HiddenAsbestos
HiddenAsbestos Nov 14 2014, 10:27am replied:

For point 4) why not have it so the ammo crates drop fewer bullets based on how many you already have, i.e. the game is influencing the player's ammo level ?

+1 vote     reply to
riccardo_deias
riccardo_deias Nov 14 2014, 12:29pm replied:

Well, currently i would like keep a limit in ammo crates and gun. Maybe could change in future, but i like that limit. If you've 6 bullets, and you want a full ammo, you must to shoot one time and so, reload the gun. It's a sort of limit for the player. You can choice if find a new enemy and try to kill him with one bullet (using in a good way that bullet), or shoot that bullet in the weapon and get the full ammo.

+1 vote     reply to
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#screenshotsaturday #gamedev #indiedev Cemetery in the Dark - Project Night T.co T.co Nov 22 2014, 1:21pm
#screenshotsaturday #gamedev #indiedev Building in the city - Fog - Project Night T.co T.co Nov 15 2014, 1:25pm
#screenshotsaturday #gamedev #indiedev New Logo WIP - Project Night T.co T.co Nov 8 2014, 1:29pm
#screenshotsaturday #gamedev #indiedev Office WIP - Wireframe - Project Night T.co T.co Nov 1 2014, 2:21pm
#screenshotsaturday #gamedev #indiedev Cemetery - Textured Wire + Mipmaps - Project Night T.co T.co Oct 25 2014, 1:19pm
New screenshots from last Alpha Build (0.1.17) and infos… T.co Oct 23 2014, 10:12am
#screenshotsaturday #gamedev #indiedev Dark Room and Red Chair - Project Night T.co T.co Oct 18 2014, 1:29pm
@HeyKiddoGames You're welcome! Oct 11 2014, 1:44pm
@HeyKiddoGames Oh, i know your game: Ingonga. Looks beautiful! Oct 11 2014, 1:36pm
@HeyKiddoGames Thank you! :D Oct 11 2014, 1:27pm
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