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TIGSource ForumsCommunityDevLogsWitching Hour - Multiplayer Ghost Hunting
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SacrificeStudios
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« on: March 27, 2018, 04:00:15 PM »

Witching Hour

We are a small development studio, working on our first game.

The Game

Imagine yourself exploring an abandoned, derelict building with a friend. Wooden floorboards under your feet are cracking, wind howls through empty corridors. Out of the corner of your eyes you can see something moving around. You turn around, but nothing is there. Your friend gets anxious, grabs your arm and gesticulates towards the exit. But you shake your head and push forward. Your friend follows you. After a few minutes the two of you reach a room. Ancient furniture is covered with thick layers of dust. Something scratches over the ground. You turn to your friend: maybe he’s playing a trick on you?  You raise your flashlight. His face is pale, his eyes are locked on something behind you. He screams and flees. Slowly you turn around, but it is too late. A small piece of furniture hits you. You fall to the ground. A quiet, evil laughter rings in your ears before you loose consciousness.  

That’s what an average playsession of Witching Hour, an asynchronous horror game could look like.

Gameplay

You can either play together with a friend as a Hunter, or play against your friends as a Ghost.
As a Hunter, you have to work together with a friend to find five “Mementos”, objects that belonged to the Ghost, so you can send him/her to his eternal rest. Unfortunately, you cannot see the Ghost, so you have to keep an eye on the environment, especially the ceilings, walls and the furnishings. You need to listen to sounds and visual small little changes to be able to track the ghost down and find his deadly traps.

 As a Ghost you have to make sure, that the Hunters won’t gain possession of the “Mementos”. To archive this goal, you’re free to move around the arena and place the furnishings and Mementos at will. Or you throw them at your enemies.

Playable Characters:

Ileana




Inspirations
 
Witching Hour is inspired by games like:

 - Dead Realm
- Friday the 13th.
 - Evolve
 - Overwatch

Development

At the moment we are working on the core gameplay, which will be expanded during development.
Among the planned features are:

 - Multiple Hunters and Ghosts.
- A Haunting-System, which will create some ghost atmosphere!
- A modular ability system, which enables both the Hunters and Ghosts to equip different skills.
- A „Trap System“, which enables you to set traps for your enemies or to use the environment. For example: Set a carpet ablaze and burn the Hunters to a crisp. Or
trap a Ghost for a certain amount of time in a room, with the power of “science and magic”.  

We also need your help during development. The core system should be in a “tester friendly” phase in a few weeks and we’d be happy to have a few gameplay testers. You play against us among other testers and your feedback will go directly to us.

In other words: Hands on game development.





Media and Links:





itch.io: https://sacrificestudios.itch.io/witchinghour
gamejolt: https://gamejolt.com/games/WitchingHour/328277
twitter: https://twitter.com/WitchingHourDev
« Last Edit: April 14, 2018, 02:24:14 AM by SacrificeStudios » Logged
RizeoftheSummonds
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« Reply #1 on: March 28, 2018, 01:20:54 AM »

Cool concept, but I really hope that the ghost has more abilities than throwing books at the human character, in attempt to frighten her. Just throwing books, will easily become boring after the first few playthroughs. Also, when you're adding more abilities to both the ghost and the human, make sure they're balance. This game reminds me of 5v1 style games such as Evolve or even better, Friday the 13 game. Similar to how Jason is in Friday the 13th, I would make the ghost more frightening in terms of abilities that it has. Like in order for this game to work, the player playing as the human should be suspenseful and scared while the player playing as the ghost can be excited to terrify its prey. That's my opinion.
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SacrificeStudios
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« Reply #2 on: March 28, 2018, 04:24:38 AM »

Thank you very much!

We need to lay down the foundation first (that`s the throw-thing and the trap-system), afterwards we will cover the frightening part, where we already have some cool ideas, which need to be implemented and tested out.
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SacrificeStudios
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« Reply #3 on: April 05, 2018, 07:42:33 AM »

We`ve redesigned the Level and added some more functionality:

Patch 1.0.1

- Hunters can ressurrect each other, when they are killed
- Activity Feed shows everyone what is happening (like an kill feed)
- Mementos (items needed to pickup before the ritual can start)are now displayed for each player (also for the ghost)
- Hunters have recieved an PostProcess effect, when the ghost is in the near
- Hunters recieved a PostProcess effect, when they got hitten by an item
- Completed our GameLoop, so Hunters and Ghost can win and the match restarts directly with server-travel for faster iterations
- added an working pause-menu
- Continued working on our Steam-Menu-System (friend invites are nearly working)

Additionally our "first" true hunter is getting sculpted, the first one was more of a pipeline-test =) A few takes on the imgur link ... still images were to big for displaying in here =/

https://imgur.com/a/Q7NLK

The next Gameplay-Video will follow, when we reworked our Throw-System and added some more "fun" to be able to actually have some play-rounds.

P.S. anyone has got a decent imageuploader for an actual ncie image-previewer inside here =?
« Last Edit: April 05, 2018, 07:51:53 AM by SacrificeStudios » Logged
Lares Yamoir
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« Reply #4 on: April 06, 2018, 04:33:45 AM »

Might become a fun and different multiplayer experience. Hard to tell at this point in time, but it certainly caught my interest.
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SacrificeStudios
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« Reply #5 on: April 07, 2018, 01:04:56 AM »

Thank you very much =) The base GameLoop is working now, so we have the time to really "prototype" and test out the gameplay to hopefully create some unique experience.

update:

Changed Twitter Account(so make sure to refollow us there), updated our post (description got an overhaul) and added a new "gameplay" video. As you can see the framework for the fun part is done ... now let`s have some fun! We will keep you updated with our iterative prototype tries =P
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SacrificeStudios
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« Reply #6 on: April 14, 2018, 02:18:36 AM »

Updated first character -> Main Post

Updates Programming:

We`re currently adding Lightswitches, which can be enabled by a hunter or manipulated by the ghost to create dark moments. Doors can additionally being locked by the ghost for a short amount of time to isolate the hunters from each other. Some more heavy items can be activated to smash non-mindful hunters. We hope to create some "controlable" atmosphere with those mechanics.

If a ghost combines them wisely he should have some decent skills to have some fun moments =)
« Last Edit: April 14, 2018, 02:24:48 AM by SacrificeStudios » Logged
SacrificeStudios
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« Reply #7 on: April 25, 2018, 03:06:23 PM »

https://www.artstation.com/artwork/ebyV6

/updated Character Is now fully textured and “rigged”. Next Character will be the Male GhostHunter!
FacialAnimations will be added at a later point.
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