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Announcement

One Night: A New Beginning

Wow. It sure has been a long while since I've given an update on One Night 4, hasn't it? According to the information on the title screen, the last demo was released in April 2013 -- over one whole year ago. In the meantime I made the move into commercial game development and even released Legionwood 2. I've received emails from worried Indiegogo contributors, wondering if One Night 4 hasn't just died off and been forgotten.

Let's remedy that. Take a look at this nifty teaser:



Yes, One Night 4 has changed into something quite different. One Night: The Beginning is a brand new chapter in the One Night series that serves as a prequel to the entire series and explores the origins of the deep backstory introduced in One Night 2: The Beyond. Unlike the previous games in the series, The Beginning is a fully fledged horror themed RPG (ie. not a "survival horror" game, but it will still have horror elements) that allows you to create your own character and build up their stats and abilities as you investigate the origins of a Lovecraftian nightmare at the dawn of the 20th Century -- complete with dialogue trees, experience points and dice rolls.

While I'd rather not say anything about the storyline or gameplay concepts at this point, as New Beginning still has a long way to go until completion (I still intend to finish writing Blood Lake first for one), I'm sure some of you are wondering why I've made the decision to make such a drastic change to One Night 4. There are a couple of main reasons.

First of all, I was, to be honest, unhappy with how One Night 4 was turning out. The gameplay, which involves basically solving puzzles while running from an Ao Oni style stalker enemy, doesn't really add anything new to the series. Back when the original three One Night games were released, survival horror was a rarity amongst RPG Maker games, and indie development in general. These days, there are plenty of horror games similar to One Night, and first and foremost, I want to do the series justice and make the latest game stand out from the crowd. With The Beginning's new focus on RPG elements, I can "reboot" the mechanics of the series and reinvigorate an old, tired formula.

Secondly, as some of you may be aware, I've recently made the move into commercial game development. I completed and released my first commercial game, Legionwood 2, and thanks to commercial distribution channels such as Steam, I've discovered a new audience that were previously out of my reach. I would love to bring One Night to this new audience, too. That said, the main thing I've learned from Legionwood 2 is that it's hard to market a sequel. I'd hate to think how hard it would be to convince people to buy a game that's the fourth in a relatively unknown series (which potentially requires the knowledge of three games worth of backstory to play properly), but with a standalone prequel I can reach out to people who've never even heard of One Night, One Night 2 or Full Circle.

So yeah, part of it comes down to selling out. But the good news is that One Night 4 isn't dead. It's turned into something altogether more awesome, and it's going to take the series to new heights. Survival horror has almost become a cliche these days in the indie community -- One Night: The Beginning needs to be something fresh.

The horror begins soon.

Announcement

A Playable Build...finally!

Well, it's been a long time coming, but the first publicly available build of One Night 4 is now available to download. This build represents all of the work done on the game's mechanics and engine so far. It's both a Proof of Concept to demonstrate the mechanics that the game will use (and the completed version will likely expand upon and refine what's seen in this build) and a preview of the game's story and atmosphere.

This build contains the entirety of the game's first location (the School World) and, depending on how long it takes you to complete puzzles (and, of course, how many times you die), should provide anywhere between 40 minutes to an hour of gameplay. For best results, please play in the dark, alone and with a set of headphones. This is meant to be a horror game, after all. :)

By the way, I'd like to thank all of the people who contributed to One Night 4's Indiegogo campaign, which enabled this release to be possible. This build is intended to show them what their donations have been spent on and allow them to play a small part of the project that they're supporting. For gameplay instructions and a (bare bones) credit list, check out the readme included with the game and -- most importantly -- enjoy and remember to pass on feedback!

Announcement

One Night 4 is now crowdsourcing

Hey everyone, guess what? I'm resuming development on One Night 4! Well, kinda. See, there were a number of reasons I cancelled the project (just one of them being a lack of time) and most of them were related to me being unable to finance a couple of resources I need to push the game through to completion. These are things that I really couldn't find anywhere else, such as a complete custom soundtrack, scripts for the stealth and monster AI systems I wanted to implement and a bunch of graphical resources such as monster and character sprites and edits, and the new modern/futuristic tilesets for RPG Maker (and subsequent changes I need done to them, such as bloodying them up and making them a little more dilapidated).

However, I noticed that quite a few RPG Maker games of late (and many more indie games in general) have been turning to fans to finance their production, and it seems to be doing well, so I've decided to do the same thing and have set up and Indiegogo campaign for One Night 4.

The fund raising goal is $2000 (plus $100 to cover Indiegogo + Paypal fees) -- I've managed to cobble together most of the game's assets myself and have made a start so I don't need a full game's worth of resources and this amount would be more than enough to secure the last few materials I need to polish the game and finish it off. At the moment, the game is roughly 50% complete, but I can't push forward until I'm able to implement the missing systems and many of the later areas of the game rely on this stuff. As such, I'm pretty much making a plea to all of you to help me make the completion of this game a reality.

As usual with these campaigns, there are several perks you get in return for your contribution, such as getting to be in the game and getting access to concept art and design notes. They're not much (as again, I have limited funds and this isn't a commercial game either, so free downloads and boxed copies are worthless perks), but I want to make One Night 4 the best game in the series and a worthy addition to the RPG Maker horror canon, so I'm trying my best to make pledging your support worthwhile. If you're an existing One Night fan, or just want to champion the revival of classic survival horror mechanics a la Resident Evil and Silent Hill, please consider making a donation. Every little bit helps, and you'll be doing your part in helping me complete a project that wouldn't otherwise advance.

Indiegogo Campaign: http://www.indiegogo.com/projects/332547?show_todos=true

Announcement

Cancellation and Apologies

Thursday, June 14th, 2012

Greetings, everybody. Today's post comes with bad tidings:

One Night 4 is no more.

Yes, it's true, I'm sorry to say. As of today, I am officially announcing that the fourth One Night game, which was estimated to be around 30% completion is now cancelled. This regretful decision comes as a result of not heeding the age old rule to never take on more than you handle. Unfortunately, I just don't have as much time as I used to. With university and my writing pursuits taking up more and more of my time, as well as socialisation and my day job, I'm left with very little time for game development.

I thought I'd be able to fit another little project in on the side, since there was definitely demand for One Night 4, but I have to admit, I would be doing the entire series, and its fans, a disservice for creating a sequel that I never intended to create. The One Night series is complete as of Full Circle, and, if there is to be no One Night 4, I am still happy that the original trilogy was successful as it has been, and that the story I set out to tell with it has been told.

Given that I have so little time for game development (which I am moving further away from as I focus more on my writing), I sat down today to evaluate whether I could conceivably finish the two projects I had set out to do, and I decided that, not only do I not have the time to do so, but I lack the motivation to work on so many things at once. As such, I decided to cancel One Night 4, so that I am able to more comfortably manage my time and not burn myself out. I will now be focusing on Legionwood 2 entirely (which will be my final gaming project), alongside my other ongoing projects and commitments.

I sincerely apologise for dashing the hopes of my loyal fanbase. What has been completed of One Night 4 (of which there is actually very little; barely 20 minutes of gameplay) will be released in its unfinished state to the community very soon, and work will now go full speed ahead on Legionwood 2. I hope that my fans will continue to support both my writing pursuits and Legionwood 2 and I hope to return with happier news (and a release date for Chapter 2 of Legionwood 2;  ​I'm currently in negotiations with a composer who will be providing a complete, original OST that I'd like to implement in the next release)​ very soon.
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