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- NOCTURNAL -

- Location and Time

The game action is mainly set in the city of Ainsbrough. The city itself has various areas, such as a prospering downtown area with sharp businesses, a poor ghetto, countryside, a large forest and other areas... The player will be able to visit most of them just by following the main storyline. 1922 - the roaring twenties, prohibition, corruption, live fast and die young era. With the strong grip of poverty approaching, everyone was eager to make money and live a good life.

- Gameplay

The player will have a main storyline to go trough. Beside that, side missions will be available. It is the players choice to take or refuse them. Side missions will get you a chance to visit other locations, unlock weapon upgrades and earn money, with which you can buy various gear needed for your work. Side missions will make further playing easier at some parts, if you do them. You have the free choice of completing your mission. You have an objective and it is your choice how will you get to it. Making right or wrong choices will differ in the mission itself, but not in the final outcome of the game.

- Features

The mod will have a lot of features. Some are listed above, but others will stay secret and be left for the player to find out.

  • Health system - If you get shot, or injured, you will recover but slowly. You can numb the pain by drinking from your alcohol flask. Drink too much and you'll be woozy, might slip and fall, or shoot by accident, fall unconcious or vomit. To speed up your recovery you may want to use medkits and other gear. Hard injures (Head, vital organs) will mean certain death if you don't attend them.
  • Fear - The protagonist is a hardened man, and he tends to stay quite calm during fearful or traumatic situations, however, he is phobic of spiders and small enclosed areas. When you confront your fears, a certain fear effect will happen, blurring your screen and causing hallucinations, accidental firearm discharge, jumping back and falling down, etc.
  • Fighting system - The player will be able to use all sorts of weapons, ranging from your bare knuckles, over blunt objects, firearms up to using your enviorment to beat your enemies.
  • Puzzles - In certain parts of the game you'll have to solve certain puzzles. For example, one day you'll find a bomb in your office which you have to defuse. There, a sort of a minigame activates and you will have to defuse the bomb using various tools, bypassing wires, turning switches and doing other things. Puzzles will get more complex as you progress trough the game.

- The Nocturnal Development Team

So far there is 5 of us activly working on the project. List of developers:

  • Allicorn
  • Blackmantis
  • Cakeman
  • Darthkwi
  • Gunslinger_x

If you are interested in helping us out, please send us a personal message including some information about you and of what are you capable of doing, how much free time do you have, are you able to devote yourself to do your task in the mod activly, etc.

- Status

  • Storyline ~ 70%
  • Maps ~ 20%
  • Sounds and Audio ~ 5%
  • Models ~ 10%
  • Textures ~ 40%
  • Script ~ 5%

Note that all of the statistics aren't exact and may vary.

- Contributors

A contributor is a person who has in a way helped us in developing the mod. A contributor is someone who made a map, 3D model, script part, sounds or something like that, which helps us in the overall project. List of contributors:

  • Sonofamortician - Support and info / miscellaneous.
  • Maxwell Silver - Various models / support.
  • Tyih - Various scripts.
  • nVidia and Audicity - Equipment donation.

If you would like to contribute in a way, please send us a private message about the part where you would like to contribute and more information about it.

Thank you very much for reading,

- Stormware.

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Comments  (30 - 40 of 59)
calvinliang
calvinliang Mar 2 2008, 9:54pm says:

i think sound plays a big scare factor. i mean i was playing silent hill with headphones on and the "music" and ambient sound makes the game so scary and makes me not want to go on. then i tried without the sound... became the lamest game i've ever played

+1 vote     reply to comment
Blackmantis
Blackmantis Mar 2 2008, 11:35pm replied:

In my opinion, to make a game scary, it depends on, as you stated, music and what's happening.

One idea is to eliminate music, because no music builds suspense, whereas music playing means something scary is currently happening.

Picture the player in a pitch black mansion with no lantern, and maybe a revolver or a small pistol. You must "feel" your way around, with only dim blue in the windows from the sky outside (walk around your own house in pitch black to see what I mean, you must walk until you see blue come into view.). There is no music at current, but then you hear footsteps upstairs, or a creaking step. Or even perhaps a voice/breathing behind you.

Say you're in a lit cave environment, with enemies hiding around some corners, beasts etc. It is a mazelike area. The power then just goes poof and goes out. Que some kind of heartbeat or tense music and have beasts begin to roam. That's the idea I find frightening (As well as many compatriates.).

+1 vote     reply to comment
Blackmantis
Blackmantis Mar 1 2008, 11:35pm says:

Yes, but the Doom 3 engine costs a LOT more to licence than Source Engine.

Also, we're not exactly sure we'll be putting in Lovecraft elements. We attempted to contact Chaosium inc on the rights to Lovecraft references to use in the mod and got a no-go. The game may just end up a film noir detective adventure (With some witty lines and lots of twists.)

+1 vote     reply to comment
ThaWall
ThaWall Mar 1 2008, 4:50pm says:

I think this mod will be great! Nice video :D

+1 vote     reply to comment
Blackmantis
Blackmantis Mar 1 2008, 11:55pm replied:

Thankyou.

+1 vote     reply to comment
TheUnbeholden
TheUnbeholden Mar 1 2008, 4:55am says:

Source engine really sucks when it comes to realistic shadows, lightning is terrible to make that eerie feeling.. sorry but it just you can't expect people to be scared. and why the hell isnt this called Call of Cthulhu: Lost in the Darkness?? why nocturnal. i don't see Cthulhu mentioned anywhere..

0 votes     reply to comment
Blackmantis
Blackmantis Mar 2 2008, 4:17am replied:

It may not be a Cthulhu-related game any more.

Also, crappy lighting does NOT make the game impossible to scare.

Have you ever tried Afraid of Monsters: Directors Cut for Half-Life 1? That uses the Half-Life 1 engine and is the most frightening game modification (or game in itself) I have ever played. To make something scary, as far as I'm concerned we need good "darkness", more than good lighting ;) However, the game is not entirely designed to be scary, it is a detective Film-Noir adventure set in the 20's, and there happens to be quite frightening technology, as well as murders going on.

Let's face it, you and I aren't going to go "HOLY CRAP" when seeing a dead body, like Mr Jack Walters would, that's not scary. What is scary however, is being sent out to investigate a pitch-black (literally) house with just a lantern that dimly casts and eerie shadow from everything, and as you're entering one room, you hear a door slam, followed by some quick muffled footsteps outside the current room.

You percieve yourself in danger, because you don't know whether it's some monster or someone dressed in black coming to kill, you don't know what will be waiting in the long hallway when you open the door. You open to find nothing there, but then something taps on the window sharply three times behind you, you can turn and see nothing, turn back into the hall and have a 7 foot figure DIRECTLY in front of you.

I don't know about you, but that would definately frighten the hell out of me.

+1 vote     reply to comment
calvinliang
calvinliang Mar 1 2008, 12:25pm replied:

the source engine is gettin updated with dynamic shadows and lighting. this engine is constantly getting updated, which will prolong its life longer than other engines. Team Fortress 2 got as far as self-shadowing, if not farther.

+1 vote     reply to comment
Cakeman
Cakeman Mar 1 2008, 7:31am replied:

Hey there, answers to your questions and other info:
- This mod was previously known as Lost in the Darkness(LitD), but not as a mod for Call of Cthulhu, but a mod for Half Life 2.
- After the loss of all work on the mod, it has been re-started but with editing on the basic story, gameplay and other stuff. LitD script storyline has been edited (most of it), name changed, a more active team assembled, and other...
- If you really think that Source engine sucks, then check out some other released mods, to see the lightning/shadow system, the capabilities of it etc.

+1 vote     reply to comment
TheUnbeholden
TheUnbeholden Mar 1 2008, 9:10am replied:

i think a much more scary effect can be achieved with Doom 3 engine or Lithtech engine. Source engine would be the last i would pick,

I still don't understand why you don't mention HP lovecraft anywhere, i think there should be reference to it because its based on it..

0 votes     reply to comment
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Platform
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Stormware
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