Pitch Black, Devlog #13
The first major gameplay change I've done since the last devlog is improvements to the controls, which originally had E as using items, interacting with objects, and picking stuff up, F was for using the current tool (e.g. the candle), and hiding, Q was for dropping the current tool, and C for dropping the current item. So, I kept E for using the current item and F for the tool (but now you no longer hold it down), then I changed interacting and picking up to the left mouse button, and now you can click what to interact with instead of interacting with the nearest object to you. The right mouse button is now for hiding in objects (chests, wardrobes, etc.) so you don't accidentally put out your light which is important now because of the candlesticks and matches. However, since I'm very close to... Announcing something, I'm not gonna explain here. You should be able to experience it very soon anyway ;) I'm also finally finished with the first area of Act 1, now for two more areas! Don't worry, though, because the final two areas of Act 1 should be much faster with their development. I think what happened with the first area is that I never really planned it out, I just kinda did whatever. But now I'm actually planning out the second and third areas for Act 1 before jumping into it. That's it for gameplay (of the stuff that I'm revealing), now onto Sound Design!
Yeah, I'm very happy with the changes :D There are now more ambient sounds to be heard, like a subtle windy sound in the caves. The footsteps of the player are also something I've been meaning to improve for a while. I've also been messing with adding footstep sounds for when you step over, for example, a puddle that makes a small splash. Something else to do with Sound Design that I've been wanting to do but never really knew how to implement is muffling sound through walls. I've got it working alright now, but it's very abrupt since I can't make it smoothly go between Muffled to Unmuffled and reverse, it just switches between two different busses (what the sound players use to choose which effects and what volume to play at), one that has a LowPassFilter and a slightly lower volume, and one that's just the normal cave sounds bus. There is also something else I'm working on for the sound design of the game, but I can't talk about it here because it would spoil part of the game. Just know that you're gonna have to pay extra close attention to the sound in the new puzzle.
I would also like to mention that I will be spending a lot more of my time thoughtfully, Im gonna be reading more and just learning in general. I dont think Pitch Black is gonna be a great game, but I do think its gonna be a fun game, and I think I'll be learning a lot from this experience. But dont worry, Im still working hard on the game and ain't givin' up on the rest of the game being good, so you all should still be able to enter pitch black sooner than you might expect.
[ 2023-03-04 22:36:38 CET ] [ Original post ]
Welcome to the 13th devlog! It's been over a week since the last devlog, so here's all the new stuff (that I can reveal)! Wait! Before we get into that: Remember to check out the cover image for each devlog, because that's where I'll be placing new teasers. Now onto the first category.
Gameplay
The first major gameplay change I've done since the last devlog is improvements to the controls, which originally had E as using items, interacting with objects, and picking stuff up, F was for using the current tool (e.g. the candle), and hiding, Q was for dropping the current tool, and C for dropping the current item. So, I kept E for using the current item and F for the tool (but now you no longer hold it down), then I changed interacting and picking up to the left mouse button, and now you can click what to interact with instead of interacting with the nearest object to you. The right mouse button is now for hiding in objects (chests, wardrobes, etc.) so you don't accidentally put out your light which is important now because of the candlesticks and matches. However, since I'm very close to... Announcing something, I'm not gonna explain here. You should be able to experience it very soon anyway ;) I'm also finally finished with the first area of Act 1, now for two more areas! Don't worry, though, because the final two areas of Act 1 should be much faster with their development. I think what happened with the first area is that I never really planned it out, I just kinda did whatever. But now I'm actually planning out the second and third areas for Act 1 before jumping into it. That's it for gameplay (of the stuff that I'm revealing), now onto Sound Design!
Sound Design
Yeah, I'm very happy with the changes :D There are now more ambient sounds to be heard, like a subtle windy sound in the caves. The footsteps of the player are also something I've been meaning to improve for a while. I've also been messing with adding footstep sounds for when you step over, for example, a puddle that makes a small splash. Something else to do with Sound Design that I've been wanting to do but never really knew how to implement is muffling sound through walls. I've got it working alright now, but it's very abrupt since I can't make it smoothly go between Muffled to Unmuffled and reverse, it just switches between two different busses (what the sound players use to choose which effects and what volume to play at), one that has a LowPassFilter and a slightly lower volume, and one that's just the normal cave sounds bus. There is also something else I'm working on for the sound design of the game, but I can't talk about it here because it would spoil part of the game. Just know that you're gonna have to pay extra close attention to the sound in the new puzzle.
Final Notes
I would also like to mention that I will be spending a lot more of my time thoughtfully, Im gonna be reading more and just learning in general. I dont think Pitch Black is gonna be a great game, but I do think its gonna be a fun game, and I think I'll be learning a lot from this experience. But dont worry, Im still working hard on the game and ain't givin' up on the rest of the game being good, so you all should still be able to enter pitch black sooner than you might expect.
Pitch Black
Brandon Scott Miller
IronProject
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 6
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
https://ironproject.itch.io/pitchblack
https://store.steampowered.com/app/2323400 
A child is playing in the woods behind their family house. They find a cave, go in without any light, and begin yelling to hear the echo, but then many bats come flying out of the dark. They squeak and flap everywhere, causing the child to lose his balance and fall into a large hole, which at first glance appears to be bottomless. After only a couple of long seconds, the child reaches the ground, with their small head first—but they do not die; the child seems to go straight through the ground and, without hurting themself at all, end up in a weird room with rough walls and moist grounds. They see a table with a candle and a matchbox, and there is a door; what will you do now?
Free Act (Q4 2023)
Run from the watchful eye, stay clear of the crawling corpse, and keep an eye out for any other creature you may run into in this first area of this dark place. Find a way to escape, be it by getting to the end of the dark caves, or meeting someone who may show you the 'right' way…
Full Game (2024)
Enter a calmer—but still quite unnerving—area of this dark universe. Find an escape as quickly as possible through the many bodies of water and get out before you meet a creature you cannot escape and before a masked man, who is not too happy about your presence, catches up…
Full Game (2024)
Reach the strangest area of this so-called pitch black. A place that seems on the surface to be your home, your reality… But in reality, it is not. Meet people you believe are your friends, but are not, then find the real people hiding in the light, although they aren't too friendly themselves.
Gameplay
Go through many caves, rooms, and other strange places; solve puzzle after puzzle, and maybe even solve some mysteries while running from several horrific creatures. Learn of this reality some of the friendlier creatures call the pitch black, and maybe find out how will you escape it.Acts
Act 1 will be available in the full game, but parts of Act 1 will also be available as a demo. Acts 2 & 3 will only be available in the full game.Free Act (Q4 2023)
Run from the watchful eye, stay clear of the crawling corpse, and keep an eye out for any other creature you may run into in this first area of this dark place. Find a way to escape, be it by getting to the end of the dark caves, or meeting someone who may show you the 'right' way…
Full Game (2024)
Enter a calmer—but still quite unnerving—area of this dark universe. Find an escape as quickly as possible through the many bodies of water and get out before you meet a creature you cannot escape and before a masked man, who is not too happy about your presence, catches up…
Full Game (2024)
Reach the strangest area of this so-called pitch black. A place that seems on the surface to be your home, your reality… But in reality, it is not. Meet people you believe are your friends, but are not, then find the real people hiding in the light, although they aren't too friendly themselves.
MINIMAL SETUP
- OS: Linux X11 64-bit
- Processor: 1 Ghz
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