Noise Hunters Devlog 8 - Why Dark?


Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back!

Today we will talk about the change to dark levels.

As we saw in previous posts, Noise Hunters is a stealth game based on the sounds, however, at first this sound would not help the player see the environment. As the work towards the vertical slice started, we encountered problems in the 3D and design department:

  • There is not enough focus on the sound and doesn't feel as core mechanic of the game.
  • We have to model and texture in a very high quality, without knowledge.

We struggled for some weeks to solve this complications, by proposing alternatives in this areas, for example: buying assets online, going to online courses, reducing features, etc. Much without success. 


Until one day! with the help of our professor we found a game that used sound in a different way that could solve a lot of our problems: Devils tunning fork.


This game inspired us to use a similar solution to the problem:

  • No light == No need for textures
  • We could use 3D models form different places without the fear of visual discrepancy
  • More focus to the core mechanic: Sound
  • We can model our own things easily and have a professional finish
  • More closed and controlled game == better experience for the player

Nonetheless, other problems appeared such as: SHADERS. Yes, the magnificent tool of shaders. If you have the knowledge to do your own shaders, then you have a powerful tool at your disposal, however, we had 0 idea of how they worked. In a future post we will discuss how shaders became the main focus of the development of Noise Hunters, so stay tuned!

Thanks for reading and don’t make any noise! 🤫

_______________________________________________________

Contact:

Twitter: https://twitter.com/Noise_Hunters

Instagram: https://www.instagram.com/noisehunters/?hl=es

Youtube: https://www.youtube.com/channel/UCL2X-i8jfzZOubewJfed6hQ

Mail: noisehuntersgame@gmail.com

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