The future of this game!
So this game finally gets some attention again?
For those that might not know this game was taking a weird direction. I was trying to convert it to being a First person shooter...however the entire game was designed and built around the top down. The ending result was just bad. At this time I also joined a game jam and thought it was a perfect time to try my hand at a first person shooter. "The Artifact" was the result and it was fun. But I did something stupid and deleted all of the original files for this game. My skills with Unreal Engine have improved to a point that I thought going back and reworking all of my systems would be too much of a hassle. However I wish I kept it so I could have put out a version I was happy with before I started the remake. The version out right now is fun and chaotic but also buggy. The graphics are not where I wanted them to be and a lot of placeholders made its way into the game. Not to mention the annoying zombie scream bug when they go into enraged mode. I found out that I was playing the same sound twice for every zombie. A problem I fixed in the FPS version. But that version is basically unplayable. I also never finished giving the player the ability to buy more weapons on the map. You're stuck with what you choose at the start. I also never finished the climatic boss! I was so close but he was just too glitchy too add. So going forward with the remake I will go into all of the changes I will be making and new features I'm adding!
For Approaching Darkness The Remake
First off I want to say I am still trying to add a form of multiplayer. I originally wanted to have online multiplayer, which still isn't off the table. But if I add that it won't be until a full release. I am however working towards a local multiplayer experience.
With that being said let's get into what the prototype has changed from the original so far. In the latest version of the game you have the ability to unlock new starting weapons by reaching higher rounds. You can also start the game at a higher round once you have cleared that round. For example if you make it to round 20 and die on 21. You can start the next game at round 20 if you choose. I plan on building off of the load out system to include runes that buff your abilities and base stats. Along side a 'ring system' to add a light level of build crafting to the experience. But I must hedge any expectations. This will not be an ultra deep system. I will also be adding unlockable NPC allies who have various abilities of their own.
Also in the latest version you can find weapons on the map and upgrade their damage. You can also find different magic abilities like a placeable turret. The sword throw also makes a return. The player also has more movement abilities such as sprinting and dashing. And a normal melee attack.
The next version of the prototype will have smoother animations. More guns and abilities to buy and will also have the load out changes mentioned above.
The overall art and design direction will focus more on player progression and a moodier setting. The art direction will be a mash up of sci-fi and fantasy. The world art will be a mix of gothic medieval and dystopian future. The enemy models will be inspired by Lovecraftian monsters and the player will have different unlockable skins for their character.
I hope anyone who reads this wall of text is as excited for the future of this game as myself!
Get Approaching Darkness Original
Approaching Darkness Original
A Souls-like twin stick survival shooter!
Status | In development |
Author | Winter Witch |
Genre | Shooter, Action, Survival |
Tags | Creepy, Dark, Horror, Indie, Low-poly, Souls-like, Unreal Engine |
Languages | English |
More posts
- Online Multi-player!!!Sep 17, 2023
- Prototype v4.9Sep 11, 2023
- Prototype Version 4Sep 09, 2023
- Prototype Version 3Aug 24, 2023
- Prototype Version 2Aug 21, 2023
- Patch notes for Alpha 0.0.4.5Apr 05, 2023
- Art updateApr 04, 2023
- Patch notes for Alpha 0.0.4.3Apr 01, 2023
- Known issues with 0.0.4.2Apr 01, 2023
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