Just an announcement to say that the next update will be coming soon. I have been working on a second quest for Dead of Night.
I was hoping to have it out a lot sooner than now, but the map I was working on was not of great quality. So, I decided that instead of trying to rework the map, I would start fresh. I personally think it was for the better, as I was able to work in a few things from older versions of Dead of Night that I liked the look of, and also ended up adding in a few more puzzles as well.
There is still a good bit of work to be done so I cannot give an exact time frame, so watch this space! In the meantime, enjoy a few screenshots of the new quest.
Thanks
Aaron
Happy Halloween!!! Dead of Night is on sale!!!
So, its that time of year again. And to celebrate, Dead of Night is on sale for $2.99. The offer ends on 1st November. Happy Halloween!!!
Eat-Em-Up Update is now live! (Updated 27/09/17)
As the title suggests, the new Eat-Em-Up mode is now live! This mode is score based, where the object is to eat as many people as possible and get a high score. There are 3 levels to run around in and cause as much chaos as you can!
There has been a good few changes, bug fixes and additions with this update as well. So lets go through them...
- Extra music has been added to the game! Four new tracks are now in the story mode, and Eat-Em-Up has its own music as well.
- A few extra sound effects have been added - mainly to do with menu navigation / inventory selection. There were sound effects to the drips in the sewer but they were muted at one time for testing and never turned back up, this has been fixed.
- Options menu has been re-arranged and an Audio Menu has been added. A main volume control is in there to allow people to adjust the volume, and also a music player has been included. Also the music and sound effects were reduced slightly as to not be as loud.
- Normal mode now has double the length of time per night when the player is on the mainland. Hard mode stays the same.
- When pausing it is now an actual PAUSE rather than asking if the player wants to quit - pressing Enter or A on the controller while paused will ask the player if they want to quit.
- Fullscreen is now fully stretched to the monitor and looks to scale properly. this will look stretched vertically if you are using a 4:3 monitor as the game was designed more for widescreen monitors.
-Hunters code has been rewritten and should be a 'little' less deadly / less glitchy.
- People had their code rewritten for when they are scared. Sometimes they would get stuck bouncing between two places to run to (like the police station and a phonebox for instance) so this has now been fixed so the person picks somewhere and sticks to it.
- Police will now turn around when standing over a dead body / chalk outline. They wont be as easy to sneak up on.
- The butcher door (which I thought was fixed :@ ) has now been fixed. The back gate will now open every other night as intended.
- The cat in story mode would stay in the same spot and not move about every night after a load. This has been fixed.
- When leaving the mainland / coming back there was the potential for enemies to spawn and run out of their boundaries. Fixed.
- (27/09/17 update) A bug that would crash the game after playing Eat-Em-Up Mode has been fixed.
- (27/09/17 update) A bug that would play the wrong music after you die in Story Mode has been fixed.
There will be a small update in the next few weeks to add a few more sound effects - namely when Vlad dies to sunlight and also when he flies in to attack a person. Also bug fixes. A Steam Leaderboard is also on my mind, so stay tuned for that.
I want to add more levels to Eat-Em-Up in the future, but the next big update will focus on the continuation of Story Mode. I want this to be finished in time for Halloween.
Again, any issues or bugs (and I'd be very surprised if there were none) let me know!
Thanks
Aaron
New Update Coming Soon
So it's been a few weeks since the last update, and the reason is that I am busy making new content for Dead of Night. In the next update there will be a new mode called Eat-Em-Up, where the objective is to eat as many people as possible while staying alive for as long as possible. This is a more arcade-y version of the game that has no puzzles and is all about getting a high score. I am also working on a new music track for Eat-Em-Up, and possibly add a few other tracks to the main game as well.
One major problem a few people had with the game is the fact that there was not enough time during the night to do stuff. The time will be doubled in the normal game, but hard mode/permadeath will have the time kept the way it is at the moment.
I am also working on a new story that sort of expands on the first, but that will take a bit more time and will come in a different update. I don't want to give too much away, but Vlad wants to fill up his vault :)
Also, Dead of Night is now on Greenmangaming.com with a 10% discount for the next few days, so if you havn't got it already you can get it while its cheap(er)!
Hard Mode (Permadeath) is now implemented. The differences between this and normal mode are:
- YOU WILL NOT BE ABLE TO SAVE. If you quit or die you will have to start from the beginning. This will delete your save as well (are you sure you want to try it?)
- Hunters appear more frequently.
- Extra Police.
- Hard mode achievement added.
A few bugs have been fixed as well:
- Starting a new game after loading a save file would cause spawing issues and quitting out and restarting was the only solution. Fixed.
- A nasty crash if the player killed all the police. Fixed.
Big thanks to Soro for pointing out these bugs.
As usual, any problems leave a message!
Thanks
Aaron
Update 23/07/17
This update aims to fix various issues with the save system. A lot of things were causing problems, including but not limited to :
- item spawning
- cops spawning
- puzzles not saving when completed...
...and various other things. Unfortunatly old save files will cause issues and I recommend that you start a new game, although you could try and play with the old save but I have no idea how the game will cope when trying to read in the old information (thanks Soro for the feedback).
A few bugs were fixed as well :
- Byron black screen - when completing Byrons puzzle the screen would go black when colliding with him.
- The ferryman glitch - A funny one as it took me this long to see. When travelling from the castle the screen would not fade out, and you would travel infinitly from screen to screen. (thanks to Outtasite for pointing that one out!)
- Park Ranger - for some reason he would not come out when he was supposed to.
- Backalley gate - was not opening on the right nights.
- Night counter not updating when spending the night in the swamp or sewer - pretty self explanitory that one.
Thanks to everyone for the feedback, and again any issues please leave a message.
Aaron
The Necessary Update 19/07/17
As the title suggests, this is a necessary update for the game. There are still a few more things that I am looking to add and they should come next week all being well. These being the different game modes.
Until then here is the list of additions and fixes :
Additions
- SAVES: Added. You will have to spend a night in the coffin in order for the game to save. You can quit and continue (like you would expect) and also start a new game which will delete your last save file. This isn't permadeath so dying by sun will still retain your save file. Any issues let me know
- CONTROLLER SUPPORT. Added. Tested with a wireless Xbox 360 controller. May need a little tweaking but having your controller on at the start will override the keyboard controls. It would be nice to see what other controllers people have and if they work. Any issues let me know.
- TITLE SCREEN OVERHAULED. Pretty self explanitory.
Fixes
- The butcher had a few problems. Sometimes the back gate wouldn't open on the right day and the butcher himself would leave his room if the player doesn't kill him and get stuck in the collision blocks. He is removed on player death and his trigger is reset.
- A bug that never incremented the night counter when you sleep away from the castle.
- The Ferryman would allow you to cross the water if you slept away from home which was unintentional.
- A chain graphic was added in the Town Hall Belfry.
- A puzzle item in the forest had it's graphic recoloured and moved slightly to make it easier to see.
- Backgrounds are cleared to make sure that things like the Steam overlay aren't 'ghosted'. Not gamebreaking but it can draw the eye and be offputting.
- A collision block beside the backalley entrance was moved to stop the player from getting stuck as easily.
I hope the addition of saves and controller support helps make Dead of Night a little more enjoyable. These are definetly something that should have been in place at the start, and I hope that the lack of such things that people take for granted hasn't put anyone off from playing the game.
Thanks, and again, any issues leave a message.
Aaron
Edited - An issue with the bell puzzle ment that it never saves that the bell has been placed in the castle. This has been fixed and does not affect new games. If you have completed the bell puzzle for a saved game you can edit the save file to fix it manually. Just go to -
C:\Users\(user name)\AppData\Local\Dead_of_Night
and open the file CS.sav in notepad.
Find the entry -
bell="0.000000"
and change it to -
bell="1.000000"
Thanks again.
Alpha footage and builds
Here's a video from over a year ago featuring an early alpha build. In the coming weeks I am planning of releasing various builds that predate the beta version. I think it's facinating to see how a game is developed, Sonic 2 being an awesome example of how a game can change over time.
https://www.youtube.com/watch?v=vIHhIZ9Kbcg
Stay tuned for more information.
Dead of Night is now for sale!
Dead of Night is finally live(if not right now it will be soon!) I hope everyone enjoys the game, and as always don't be afraid to use the discussion board if you have any issues, or would like to talk with others about the game.
Big thanks to everyone who supported me and I hope you all have fun!
Aaron
(Blowfelt)
OST information
The OST for Dead of Night will be free and will come with the game. All you will have to do is go to the install folder and all the tracks should be available once the game is released. Until then here are a few links for two of the tracks in the game.