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A search in an old house leads a man deep into a centuries-long feud that has already claimed the lives of other innocent victims.

Post news Report RSS Hitting the Ground Running

Its a new mod. There's finally some significant progress on the mapping and coding fronts. What now? I'm wondering the same thing. But unlike you, I have the answer.

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Hello everyone! Things have finally begun to take a recognizable (albeit vague) shape, and I think it'll be easier to see what's actually going on within the week. But I do have news, and that's why I'm posting.

There are lots of things that make a mod original. Undoubtedly one of the things that spring most readily to mind is gameplay. So what's in mind for that? First and foremost, its a dark vs. light system that makes the lighting of the map factor in to a lot more things than whether or not you can see. To break it down, each news post will feature a new feature or storyline aspect.

Two Styles of Lighting

From the very beginning, it was implied that there would be ghosts. But how do you fight something that isn't flesh-and-blood? The solution is to have something that isn't fully either of these things. Many of the characters you encounter in House of Kernaghan will be the spirits of the undead; many of them will be bringing their bodies with them. To distinguish when and where they're destructable (and, for that matter, when they can do harm to you), a lighting system has been devised. Normal or warm lighting is the 'safe' lighting of the game. When a room is lit warmly, you need not worry about zombies, monsters, or other nasties of the undead worming their way out of the ceiling onto you. They may, however, follow you from other areas. The following is a room that has partially been lit warmly:

Warmly lit Room

Some of the lights will be under player control in the form of torches, candles, and some incandescent lights. In some cases, in order to cross a room or clear it in order to move the story along, lighting an area will be required via bringing a torch or candle to a designated spot on a wall or table. Once lit, the candles/torches will not extinguish unless the player moves the light somewhere else.

The other kind of lighting is ethereal or cold lighting; this includes lightning flashes, moonlight, and more spiritually active forms of radiation. In cold lighting, ghouls and whatnot will usually not spawn, unless you're not looking. Enemies (and friends) that walk into cold lighting will turn from a physical form to something far more skeletal or translucent. Attacks by the player onto these enemies or vice versa will be in vain; being transparent isn't much good at cutting flesh. Here is the same room in a more coldly lit scenario (during a lightning flash):

Coldly lit room

Next time will deal with some of the enemies and what you can do with lighting do defend yourself.
Thanks for reading.

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