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Steam News4 December 20241y ago

DevLog #0: Welcome to Nightwatch at the Hopkins Cliffside

Hi everyone! I’m excited to kick off this series of DevLogs for my game, Nightwatch at the Hopkins' Cliffside.

In this update6

Full notes

Full Nightwatch at the Hopkins' Cliffside update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition5 changes0 removals
  • Maps
  • UI and audio
  • Gameplay
changedWhy am I making this game?Game development has been a personal passion and hobby of mine for a long time. While I’m still working on my skills, I wanted to take on a project that could put my knowledge and creativity into practice. The idea of creating a horror game - something that thrives on atmosphere, tension, and is frequently located on a smaller map - felt like the perfect challenge to push my abilities further.
changedProgress So FarDevelopment has been going forward, and I’m thrilled with how the game is shaping up. The core mechanics are functional, including anomaly detection and enemy AI. The map, house interior, and survival systems are nearly complete, and I’m now focusing on designing rest of the map and on polishing the experience to make it as immersive and terrifying as possible.
changedWhat’s Next?This is just the beginning! In upcoming DevLogs, I’ll dive deeper into the mechanics, environment, and technical side of Nightwatch at the Hopkins' Cliffside. Expect insights into the anomalies, the behavior of enemies, and the challenges of designing a map that doesn't restrain the player.
changedStay UpdatedIf this sounds like something you’d enjoy, be sure to wishlist Nightwatch at the Hopkins' Cliffside on Steam. Your support means the world to me and helps me keep going!
changedStay UpdatedYou can see part of the final product on the gameplay trailer right here:
addedStay UpdatedThanks for joining me on this journey. I can’t wait to share more in the next DevLog!

Nightwatch at the Hopkins' Cliffside changes

changedGame development has been a personal passion and hobby of mine for a long time. While I’m still working on my skills, I wanted to take on a project that could put my knowledge and creativity into practice. The idea of creating a horror game - something that thrives on atmosphere, tension, and is frequently located on a smaller map - felt like the perfect challenge to push my abilities further.
changedDevelopment has been going forward, and I’m thrilled with how the game is shaping up. The core mechanics are functional, including anomaly detection and enemy AI. The map, house interior, and survival systems are nearly complete, and I’m now focusing on designing rest of the map and on polishing the experience to make it as immersive and terrifying as possible.
changedThis is just the beginning! In upcoming DevLogs, I’ll dive deeper into the mechanics, environment, and technical side of Nightwatch at the Hopkins' Cliffside. Expect insights into the anomalies, the behavior of enemies, and the challenges of designing a map that doesn't restrain the player.
changedIf this sounds like something you’d enjoy, be sure to wishlist Nightwatch at the Hopkins' Cliffside on Steam. Your support means the world to me and helps me keep going!
changedYou can see part of the final product on the gameplay trailer right here:

Hi everyone!

I’m excited to kick off this series of DevLogs for my game, Nightwatch at the Hopkins' Cliffside. This is a first-person thriller horror game that puts players in the role of an investigator inspecting a remote cliffside house. Your task? Uncover and neutralize supernatural anomalies while, as it turns out, trying to survive.

Why am I making this game?

Game development has been a personal passion and hobby of mine for a long time. While I’m still working on my skills, I wanted to take on a project that could put my knowledge and creativity into practice. The idea of creating a horror game - something that thrives on atmosphere, tension, and is frequently located on a smaller map - felt like the perfect challenge to push my abilities further.

The Inspiration

The initial spark for this game came from a Call of Cthulhu tabletop RPG session I played with my friends. The situation that we found ourselves in was exceptionally eerie. Our investigation, and attempts at survival planted a seed that has since grown into its own unique concept. While Nightwatch at the Hopkins' Cliffside only slightly resembles that original idea, it retains the atmospheric essence and sense of danger that created the first thought of the game.

What the Game is About

At its core, Nightwatch at the Hopkins' Cliffside is a blend of anomaly detection, survival horror, and atmospheric exploration. You’ll use a powerful artifact, uncover anomalies, outwit terrifying entities, and survive until dawn. The world design allows you to explore both the house and the surrounding cliffside, with a story that unfolds as you investigate. Strategy that you will attempt matters - whether it’s conserving your flashlight batteries, deciding what areas you want to stay in, or knowing when to run and hide.

Progress So Far

Development has been going forward, and I’m thrilled with how the game is shaping up. The core mechanics are functional, including anomaly detection and enemy AI. The map, house interior, and survival systems are nearly complete, and I’m now focusing on designing rest of the map and on polishing the experience to make it as immersive and terrifying as possible.

What’s Next?

This is just the beginning! In upcoming DevLogs, I’ll dive deeper into the mechanics, environment, and technical side of Nightwatch at the Hopkins' Cliffside. Expect insights into the anomalies, the behavior of enemies, and the challenges of designing a map that doesn't restrain the player.

Stay Updated

If this sounds like something you’d enjoy, be sure to wishlist Nightwatch at the Hopkins' Cliffside on Steam. Your support means the world to me and helps me keep going!

You can see part of the final product on the gameplay trailer right here:

Thanks for joining me on this journey. I can’t wait to share more in the next DevLog!

Source

Steam News / 4 December 2024

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