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 v1.5 - Antagonists & Network Architecture

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, just not with the map, but with the game as a whole.

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WORKING WITH UV MAPPING

So, this week I've mainly focused onto seperately UV map the whole player character.The character needs to have seperate UV maps so dynamic changing in game will work.Because the user needs to be able to change clothes while playing, so I made about 5 different UV maps for the character. I have however ran into a road bump with the implementation of the new character, it refuses to include the uv maps in Unity.Hopefully, this will be fixed til' next week.

Darkest Night - Pre-Alpha v1.5 - Antagonists

ANTAGONISTS

As promised last week, I finally started working on the new antagonists.Thus far I've only completed the werewolf, now I'm working with the AI for the werewolf.However, I will continue this week working on the vampire and also creating an AI for the vampire.Not much else to say about the antagonists, trying to make it good in the design aspect as well as programming a good AI.

Darkest Night - Pre-Alpha v1.5 - Antagonists

ULINK NETWORKING SOLUTION

Networking, a field(part) of game development I always been afraid of.So many choices in with multiplayer programming when it comes to Unity, so research was important.I'm going with uLink, and I have started creating foundations for the online gameplay.But I have only got to the point where players can roam around the map without player interaction.When I write "player interaction", I mean the inventory system and the rest of the GUI.I have to make each player spawn with their own GUI, and each GUI change needs to be directly sent to the server. The server later recieves the action as a RPC, and handles it. This is how games can counter cheating, through an authorative network architecture.Each important move by the player the server will question if it's resonable.I will try to get the core components of the multiplayer up and running, before I get to deep with security and authorative aspects.

Darkest Night - Pre-Alpha v1.5 - Antagonists

CONTINUING THE WORK ON THE MAP

The screenshot below is from the new map showcasing a small mansion I modelled a while back.The other screenshot below is a metal fence that I modelled just for the mansion.

Darkest Night - Pre-Alpha v1.5 - Antagonists
Darkest Night - Pre-Alpha v1.5 - Antagonists
Darkest Night - Pre-Alpha v1.5 - Antagonists

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