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"One Night 3 deserves some cred for turning survival horror into something that can be idly enjoyed on a lazy afternoon" - PC Gamer

"It really nails the atmosphere" - IndieGames.com

One Night: Full Circle is the final game in Dark Gaia's RPG Maker VX made survival horror series. It is intended to tie together and resolve the stories of the previous two games in an exciting conclusion. It was released in early 2011.

In One Night: Full Circle, you must search for your missing sister Alyssa in the town of Stillwater, a place that has been a ghost town since an unknown catastrophe occured one fateful night six months ago. As you uncover the secrets of the town in search of your goal, you'll also discover how the stories of the previous One Night games tie together and follow them through to the dramatic ending.

An entire town awaits your arrival. It's up to you to survive the many horrors it holds. It's going to be a monumental task. Do you dare attempt it?

Note: It is recommended that you play both previous One Night games first to fully appreciate the backstory. You can find the previous games here: http://rpgmaker.net/search/?query=one+night

Latest Blog

New Full Circle build is up!

Hey, horror fans! Just letting you know that a new build of One Night: Full Circle (Build 5.3) is now online, adding a few much-needed updates to the game and addressing a couple of requests made by players.

This new build isn't drastically different to the previous builds (at least, not on the same level that my recent updates to One Night and Legionwood were) but there's still a fair amount of new content in the game to check out.

The changes to Build 5.3 include:
- Items, supplies, files and weapons are now sorted into different inventory tabs, making it a lot easier to locate items.
- Puzzle items that are no longer needed are removed from the inventory to prevent clutter.
- Due to popular demand, the Electric Saw item that is found in the University can now be equipped as a weapon, rather than just being a puzzle item. It is much stronger than the Handgun but has limited uses.
- The writing in cutscenes and files has been cleaned up and errors rectified/awkward sentences rewritten.
- The morality counter has been adjusted so that it is now actually possible to get the good ending (previously, it was set up in such a way that you couldn't ever get enough good morality to unlock the ending). I'm not sure how this bug went unnoticed for such a long period of time, but it's fixed now.
- Game events have been slightly optimised to cut down on lag that some people were experiencing.

I also discovered that the One Night trilogy now has a TV Tropes page that was created by someone who apparently really likes the games. Check it out here: http://tvtropes.org/pmwiki/pmwiki.php/Main/OneNight
  • Completed
  • Dark Gaia
  • RPG Maker VX
  • Action Adventure
  • 11/13/2009 11:46 AM
  • 09/24/2014 11:19 AM
  • 04/15/2011
  • 388423
  • 59
  • 26360

Posts

DE
*click to edit*
1313
THANKS GUYS I didn't think about increasing the brightness it's not like it isn't on maximum already but hell we should strive for limit breaks no?
Well there's no need to be so hostile... I honestly didn't think the game was that dark, neither myself, any testers or anyone else have complained about it in this or the previous installments so I felt no need to change it.

You realise that you aren't supposed to see more than about five steps ahead of your character right? There is a border of darkness around the screen that is intentionally opaque. It should be about a centimeter to two centimeters wide and no more. I remember when I played the first Silent Hill I could only see about a meter ahead and it was scary as all hell.
If you really want to play the game you can simply edit the picture files of the darkness in Paint.net or someting, take the transparent spot in the center and expand it over the whole image. That way there will be no darkness.
Also, sorry for a third post but might I ask is the darkness level on your screen the same or worse than the screenshots posted for the game? The screenshots show how the game looks on my computer screen which I believe is a managable level. I'm on 80% brightness here so if you're on max and the screenshots show a brighter game than I'm sorry but I cannot do anything because your screen is most likely just not as bright as mine.
DE
*click to edit*
1313
I'm not being hostile, I'm being sarcastic :)

The point I wish to make is that so many horreurs think that for a game to be scary the player has to see jack shit. In a game where clear field of view is key to evading roaming monsters. For killing which you get penalties. And the corridors are narrow and littered with stuff. And you have to constantly visit the same rooms and monsters do not go away unless defeated. This is not good game design by any stretch of imagination.

At least I had found a way to remove VX screen flickering on full screen before I played this game. If I were forced to play it windowed, then I doubt I'd manage to leave the first screen.

Anyhow. I'm not saying that you have to increase brightness just because some bloke on the net says the game's too dark. But you have to take such things into consideration. I have no problems discerning foe from wardrobe in Call of Cthulhu, Doom or Dead Space. Not even in Silent Hill 1+. Desert Nightmare was not scary because everything was black 24/7; it was actually a rather bright game (deserts during daytime are usually bright), and yet managed to deliver thrills. Keep the limited vision (I have nothing against it), but make the game brighter so within that limited field I can actually see something. Anything.

Oh, and the player shouldn't be forced to edit the game's resources in order to play it., you know.
DE
*click to edit*
1313
BTW, if it's so dark then why won't the hero carry a source of light with him, like, I don't know, maybe that huge lamp found in the first room of the mine segment?
Here like in ON1, word puzzles make me crazy! I'm italian, my alphabet is different from yours... and so I can't solve the Chef Letter Code in the torn papers >.<
There's a tab on this page with the answer. Click on it and read it to find out the answers.
Sorry for the double post, but I read only now what DE was saying.
Personally I appreciate all the three chapters of One Night's saga, and I didn't think for a moment that the game was too dark. Darkness is a game's feature and horror players like also the gloom to be scared. I had no problem playing it, and I finished without particular troubles the second chapter, that's undoubtedly the scariest one.
Actually I'm challenging the third chapter's double boss, and I reached them without any particular trouble unless some enigma very hard to solve. The only niggle I have to do it's that if you die fighting the final boss, you have to restart before a very long conversation, and you lose a lot of time pressing enter to continue and try again to defeat the enemy.
I'm only in the motel but I already hate the fact that you had to include so many enemies. Like in the first game it ruins the whole atmosphere and it's very easy to get stuck in front of a locked door which leaves me no choice but to fight.
At least there are more characters again but if it goes on like this then it fails at being really scary.

And about the brightness: I don't have anything about a limited field of view but especially in the hotel it's kind of hard to make out any entrances beside or below me.
Really disappointing game. It just seemed so aimless. Just wandering around, finding clues here and there and suddenly it was over. It's like you jumped from the build up right into the climax which didn't really feel climactic at all and I didn't like the story either.
After having played through all games now I would say the first one has the best story, whereas the second one really suceeded at being a horror game. The third ist just very generic and doesn't surpass it's predecessors. And all these monsters are just annoying as hell.
Well, thanks for your comments. The third game is the weakest one. I originally didn't plan to make it but I kept on recieving emails from people to make a game to tie the first two together, so I made this one. I did put in effort to make it a decent game (it isn't a horrible game after all) but I do acknowledge that it is quite a mess.
The "rushed" feel of the game mainly comes from the fact that it was rushed; there are two other areas that were planned to be in the game to draw it out but they were removed due to some unforseen problems.
Basically, this game was concieved merely as a means to tie up the loose ends from the previous two games. I felt hesitant at first to brand it as a sequel, but I did in the end.

I'm currently starting work on One Night 4 which will be an all new concept and a return to form. It will combine the story elements of the first game with the game mechanics of the second.

I'd had complaints for number 2 that there were no random monsters (and no element of danger like the first game) so that was why I added the monsters back in. Notice though that unlike the first game where there are upwards of ten in each area, you won't encounter more than six here. They aren't in groups and are easier to avoid.

Personally, 2 is my favourite game and in my opinion the best. I do think this game is better than the first though,
It may be easier to avoid them, but only as long as I don't try to open a door and find out it's locked. Of course it could lure the monster as far away as possible before trying but that would draw out everything.
And I also encountered a situation in the east wing of the hospital which nearly killed me as I accidentially ran into on of the monsters and the moment I got away the other two had already surrouned me. It's a miracle I got out of that alive.
Have played whole sequel, and i must say that i did enjoy the 3 of them!

Still, the one i did like the most was the second one.

Good job, 4*!!!
Our stories are similar... Funny. In my story the hero is looking for his dead sister.
I doubt they're similar beyond that. My plot involves aliens and time travel. Yours is (I assume) pretty typical SIlent Hill.
hi,

First point I want to make that guy DE is an idiot...without the limited vision this game would not even be terror...

Anyway when I started playing I almost quit because my character couldn't go to the path to town because there was a car in the way? wtf...please imagine yourself in the game, would that be an issue?

Next one an old tree in the way? and you can't pass...what is this? pokemon? and then you have to destroy the tree with a bat....rofl...

Anyway after the not so epic start the game gets interesting...till I get to the puzzle, I actually solved it more or less but!!! the letter given are opuv nzm gtnv which correspond to lkfe man tgme...instead of life man time....this might have caused some issues with players :s

Aside from that I agree with other players, these graphics are not proper for an horror game, still the game is playable, and I think you are doing a good work and only need to improve a bit...I'm a fan of legionwood, and I hope you make the second one as good as the first, the current demo leaves something to be desired...

Cheers
Another little issue, for determining the endings...what do you consider morality? fr example the first choice you have you have to pick between:
I'm really sorry for your loss
At least you are still alive, that's what counts

Is there a lack or moral in any of these? one simply sees thing on the bad side and the other on the bright side, I could elaborate on this but I think it's evident...I don't dislike the ida of having different endings, but at least the triggers for those should be more credible...

One question, do you create ideas and make games from those, or you get someone's opinion on the ideas?
Perhaps "morality" is the wrong word for it. Rather, you're scored based on how sympathetic/empathetic your responses are. In this case, the more sympathetic "I'm really sorry for your loss" is better than the somewhat selfish "at least you're still alive" which disregards the loss of the other person.

As per your question about ideas, I generally think of a story first, then try to build a game around it.

Thanks for your comments anywho, and I shall indeed work hard on Legionwood 2. Remember, as I warned when I released the demo, it's in no way completely polished and final. The first game is the result of three years of work; that demo is the result of two months of work so they cannot compare as of yet.