• Darkwood
    176 replies, posted
My own method is to drag the big wardrobe from the gap to a corner. Then I put myself behind it then seal myself by forming a safe triangle when dragging it onto the wall.
Oh boy, I start finding a fuckton of small magazines, so I decide to visit Wolf for the first time in this save and he's nowhere to be found. I looked real careful, I know how he blends in. Is it possible he bugged out, or perhaps an enemy killed him?
[QUOTE=DBFT;45661754]Oh boy, I start finding a fuckton of small magazines, so I decide to visit Wolf for the first time in this save and he's nowhere to be found. I looked real careful, I know how he blends in. Is it possible he bugged out, or perhaps an enemy killed him?[/QUOTE] he has a small camp with its own music playing, so he's hard to miss once you find that. it's possible he bugged out and never spawned though, I don't think they entirely fixed that bug
How does saving work? I started a series on my channel and I want to be able to leave when I'm done with the series.
[QUOTE=Brt5470;45685522]How does saving work? I started a series on my channel and I want to be able to leave when I'm done with the series.[/QUOTE] If you use the stove it saves, you don't even need to cook anything just use the stove and exit.
[QUOTE=joeboe242;45685818]If you use the stove it saves, you don't even need to cook anything just use the stove and exit.[/QUOTE] Thanks. I will definitely use that in the future.
Sorry for the necropost. But this is related much due to the new update. [quote] Alpha 2 is live! 30th October - THE ACID WIZARD [img]http://www.acidwizardstudio.com/wp-content/uploads/2014/10/alpha2-1024x576.jpg[/img] Rejoice, mortals! Alpha 2 is here, just in time for Halloween! With it, changes big and small! This update focuses mainly on a huge rewrite of some of our back-end systems, meaning they are now more optimized, less buggy and allow for some cool stuff to happen. Highlights: Brand new world We basically rewrote the whole world generation system. The main thing you will notice is that the biomes are now grouped together, and getting through to the next biome requires a trip through a “gate” location. Borders are much more interesting now, and aren’t only impenetrable walls. [img]http://www.acidwizardstudio.com/wp-content/uploads/2014/10/mapa_alpha2-1024x1006.jpg[/img] This system allows for a lot of new cool stuff. We’re tingling in excitement just thinking of the possibilities in future updates! For now, the benefits of this approach are mostly visible through better pacing (easier in the beginning, harder at the end of chapter 1), more rewarding exploration, more interesting navigation, and a better sense of progression. Even though we optimized the generation script quite a lot, the new world is now about 50% larger than the previous one, and in result creating a new one takes more or less the same amount of time. This will of course be optimized in the future. Some parts of the procedural generation system are turned off for now to avoid some bugs. Modified combat Combat in Darkwood is supposed to be slow, tactical, but lethal. It may be unintuitive at first, as you can’t spam attacks like in every other game with this perspective, but it is a lot of fun when you get used to it. We worked on it in this update to make it more responsive, but also made the Secondary Attack and Dodge skills available right from the start. Optimizations and fixes There are a ton of optimizations to pretty much everything. Less stuttering, better performance! We also fixed most of the reported bugs (including the dreaded Mac crash and disappearing Wolfman!). However, a lot of new features were added, which still need to be polished. And also: - New hideouts! Nights are different based on the hideout you are sleeping in. - New content to be found in the wilderness. - Wood is more plentiful, but to make use of it, you need to convert it to planks with the new Saw object. - New shader for trees. - Friend of the Forest skill has been nerfed. Animals will be less aggressive, instead of befriending you. - Rebalances to loot and enemies. - And a lot of other smaller (or secret) changes! We are pleased how these changes add to the game, and hope you feel the same! This is hopefully the last BIG rewrite of any of the systems, and we can return to more frequent updates. We would also like to thank our awesome testers for their hard work on hunting bugs! <3 Remember, the Acid Wizard sees all, so post your feedback on our [url=forums.acidwizardstudio.com]forums[/url] or here on Steam! [/quote] [url=http://steamcommunity.com/games/274520/announcements/detail/124174026448837148]Source[/url]
alpha 3! [quote][IMG]http://www.acidwizardstudio.com/wp-content/uploads/2014/12/alpha3_02a.png[/IMG] Alpha 3 is out! The major changes are: Consequences of death From now on, dying means: dropping your inventory at the place you have been killed, and waking up somewhere in the biome where your current hideout is. This may sound easy, but in the later biomes returning to the place where you have died is sometimes very tricky. Extracting essence Mushrooms in the woods are more plentiful, but only certain rare kinds can be cooked for essence. This allows for bigger "trap" areas with a reward for successfully navigating them. Things that can be cooked will rot after a certain amount of time after they have been picked up. Where do you find essence, you ask? Well... The night [IMG]http://www.acidwizardstudio.com/wp-content/uploads/2014/12/alpha3_a.gif[/IMG] During the night, you will not only see creatures, but also mutated plants. You will need to be on the lookout for them if you want to harvest their essence! Light now plays a bigger role, as staying in the shadows for too long will be a bad idea, so better fill up your generator before it gets dark! Sound You will need to pay much more attention to the sound you generate from now on. This means interacting with doors, moving objects, barricading etc. will bring attention to your location. This will be very important during the night, as you do not want to alert anyone to your presence. AI changes Stealth is harder and easier at the same time. If you are reckless, you will easily get spotted. But if you keep a low profile, you will be able to sneak through areas. Enemies will also be more forgiving in letting you know if they are alerted to your presence. Minor: New stuff: - Added a popup notifying you about entering a biome. - [Experimental] If you are inside a location, you will be able to see it marked on the map. - You can pick up dropped items from the ground if you are inside your inventory. - When quitting the game, you will get notified about the time of the last save. Changes: - Player will no longer receive damage when waking up. - Changed balance of gasoline for generators. - The mushrooms you get after drinking from the well depend on what hideout you are currenly in. - Health / stamina potions have been removed (in favour of skills). This is temporary, as we need to find other ways to upgrade these stats. Fixes: - Loot no longer respawns after time in some locations. - Electronic game is now properly added to journal. - Inventory icons no longer disappear. - Fixed having multiple items selected on hotbar after death. - Fixed desynchronizing aim indicator. - It's no longer possible to appear outside of a underground location when travelling to it. - Fixed bug causing the pathfinding grid to get corrupted after loading. - Fixed issues with reloading the game after dying in a underground location. - Fixed several issues with mimics. - Fixed weird behaviour with Wolf when traveling to Doctor's house again. - Fixed ambient music sometimes cutting off. - Fixed map and poison overlays intersecting each other. - Fixed the fog in a few locations. - Fixed disappearing enemies in front of the player. - Added missing sounds to some furniture. - Fixed not getting reward after dream if your inventory was full. - Fixed rabbits being blind sometimes. - Fixed generator not emitting light if it was previously drained from fuel. - Fixed a gap in the trees at the Doctor's house, enabling the player to leave the location's bounds into the void. - Fixed being able to drink from the well even though it was day. - Fixed some issues with loading underground locations. - Optimized loading meshes. - Fixed information popup appearing in main menu. We're very happy with this update, as it fixes some major issues with how leveling / dying worked before, and lays a foundation for really cool nights. It also introduces some new issues in the long run (like gasoline being a limited resource), but nothing that can't be mended with future updates. This will probably be one of the last updates containing major changes to gameplay mechanics. After we fix a few more big things that we're unhappy with, we can finally move on to adding more content and polishing existing mechanics, yay! The Acid Wizard[/quote] [url]http://steamcommunity.com/games/274520/announcements/detail/127556162231613644[/url]
new update! [quote] [IMG]http://www.acidwizardstudio.com/wp-content/uploads/2015/03/alpha4_01_nastronke.png[/IMG] Alpha 4 is finally here! THE NIGHT Night gameplay is now controlled by a scenario & event system, which makes a lot of weird, awesome stuff happen. Some of that is stuff is random, some is a consequence to what you have done previously (or during the night). Some are basic and common, but there are also complex and unique ones. There are a limited number of events currently, but you can expect more in the future. Shadow creatures have been completely revamped. The "you need to be in the light after sundown or you die" mechanic has been scrapped (it sucked, sorry about that). You will still be visited by those creatures, but they're very different now. The Banshee has also been revamped, but I'm not going to spoil that for you. Mutated mushrooms no longer spawn in and around your hideout every night. They're not completely removed, but they're a bit different and much more rare. The noise you make now plays a lesser role. You can still attract attention when running around at night a lot and dragging heavy things, but it's much less dangerous now. There are a few other changes, but you need to find them yourself! TECHNICAL IMPROVEMENTS Memory management has been vastly improved. We've also added a dynamic texture load / unload system, so out of memory crashes should be gone now! You can now turn on windowed mode from the main menu. There is new a alternate control scheme, where movement is relative to the mouse cursor. You can switch it on in the control options. Performance optimization, and fixes to late-game fps drops. Written text (like the one during dialogue) no longer jumps to a new line mid-word, making reading it less troublesome. [IMG]http://www.acidwizardstudio.com/wp-content/uploads/2015/03/uzytek_z_grzybow_01.png[/IMG] NEW STUFF: - A new enemy type. - If you have more than one item selected (under your cursor), you can cycle through them (default "E" key). This is indicated by a arrow icon next to your cursor. - Your character now respawns in a small location after dying. Check your map after you get up to know where you are. - New stuff added to some of the locations. - Lots of new sounds! CHANGES: - Large amount of minor improvements and fixes to AI. - Modified and improved combat behaviour for all characters. - Time flows slower, so you have a bit more time to explore. - Also, the day now always lasts from 8 am to 8pm (as shown by the watch). - Poisonous mushrooms in the meadow are less plentiful. They can also be selected with the cursor (but not interacted with). - Roads are safer. - Minor loot rebalance. The loot system needs to be redone from scratch in the future though. - Rebalanced enemy and object spawns in biomes. FIXES: This update has seen the biggest bug hunt yet, and it would take quite a while to write down all the squashed bugs. Here are the most annoying ones: - Fixed discovered mini locations not being marked on the map, making navigation much harder. - Generator usage was broken (sometimes it would consume 2x the amount it should). It's fixed now, and also rebalanced. - Fixed camera shake being relative to FPS (making it too long or too short depending on your machine). - Changing resolution ingame will not break some menus anymore. - Fixed sometimes waking up in the same spot where you died (right next to the thing that killed you), instead of somewhere in the woods. - Fixed beartraps and poisonous plants being too concealed. - Enemies can no longer push you around when you're jumping. - Fixed disappearing enemies. - Fixed enemies reappearing in front of (or behind) you... - Fixed a few instances of walking through a black void. - Fixed crashing the game when mashing the escape button when the dream transition video was playing. Alpha 3 broke the night gameplay for some of you, and we believe this update not only fixes these issues, but makes the nights really interesting. There's still more stuff to come for them, but we think we're close to our vision. The new event system makes way for other things to happen during the day too! We're not sure if it will be the focus of the next update yet, as there are some serious issues with how the world is generated right now (the border areas are completely empty) which need to be fixed first. I truly hope that this will be the last time I need to do any big changes related to some very technical stuff like memory management... These take up A LOT of time. A new version of the engine we're using (Unity 5) is out, and it brings significant performance improvements. If there are no major issues with the initial Alpha 4 update, I will probably start working on bringing Darkwood to the new engine version. The Acid Wizard Update: Small bugfix for nights which were too hard.[/quote] [editline]14th March 2015[/editline] [url]http://steamcommunity.com/games/274520/announcements/detail/116304948104503618[/url]
I haven't played in a few months, but this is one of those games that really get under your skin and scares you from the inside.
Why'd this thread die? This game rules. I don't typically play scary games because jump scares suck also i'm a puss. But Darkwood is dripping with atmosphere and scares me the right way, by subtle sounds and creepy ass nights.
I wouldn't really call it a dead project. This is a 3-man project and they've got really this far. Remember how long time it took between the greenlight and the actual release?
(no one said it was dead)
[QUOTE=Parakon;47859665](no one said it was dead)[/QUOTE] Ops, bad reading by myself. But yeah, this thread's quite silent. Probably because the development isn't exactly active and I think it doesn't get all the attention it deserves.
alpha 5! [url]http://steamcommunity.com/games/274520/announcements/detail/137704478163965497[/url] [quote] Hello! We’re close to finishing up work on Alpha 5! The testers already have their hands on the first Release Candidate. Here’s a sneak peak on what we’ve been working on: Workbench The majority of craftable items are now created through the workbench. Instead of finding recipes for new items all over the place, you will have to upgrade your workbench to craft better items. Workbenches are found in every hideout. Repair kits have been removed. You will be able to repair your weapons on the workbench. In addition, weapons can be upgraded / modified with different perks. The workbench gives players some short-term goals to look forward to, which are much needed until we add more detail to the storyline. World refinements A lot of work has been put to make exploration better and more rewarding, with new locations and a more varied wilderness. Roads are more plentiful and informative (they don’t end in the middle of nowhere anymore). Biome borders have been overhauled, and now contain unique stuff and are much less confusing. Also, new enemies have been added. Other bigger changes: - New trading UI, preventing accidental purchases. - Time freezes after surviving the night, allowing you to breathe a little, repair your hideout and interact with a new NPC. - New weapons. - The saw has it’s own UI now. - There are only two types of mushrooms now: regular and night mushrooms. The essence you gain from them depends on the quality of the oven you use. - Loot randomization has been put through a balance pass (the system needs to be pretty much redone in the future though). Apart from the major changes, we’ve spent a lot of time on refining smaller elements and squashing bugs, but those will be outlined in the update notes. How to keep your saves We've added a quick and easy way to keep playing on older versions, so your saves do not get wiped when a new Alpha is released. Read all about it here![[url]www.acidwizardstudio.com][/url] In other news, we’re very happy to be part of Independent By Design, a upcoming book about the stories of awesome indie game developers like Lucas Pope, Frictional Games, inXile Entertainment, Dennaton, Vlambeer… And, well, us! :D [IMG]http://i.cubeupload.com/bgeKzE.png[/IMG] The book is in the final days of it’s Kickstarter, so it’s your last chance to get it early! [/QUOTE]
large changelog for alpha 5 here [url]http://www.acidwizardstudio.com/?p=584[/url]
alpha 6! [url]http://steamcommunity.com/games/274520/announcements/detail/88170695503550590[/url] [quote] [IMG]http://www.acidwizardstudio.com/wp-content/uploads/2015/08/alpha6_03-1024x576.png[/IMG] Alpha 6 has been unleashed! This update brings a lot of small and medium changes, along with a slew of bugfixes. The list is too big to post here, [URL="http://www.acidwizardstudio.com/?p=604"]so check it out on our blog[/URL]. This alpha was VERY hard to polish, and we've had around a dozen of Release Candidate versions. Special thanks to the valiant efforts of our testers: ShadyS, DeforMC and Rednecklawrence! We hope you enjoy what we’ve cooked up for you in this update! The Acid Wizard [/quote]
Latest update is cool, I really can't wait to see what comes with the next. [sp]For some reason I keep getting the banshee event in the meadows, once every second night it feels. It gets annoying having to deal with the chompers they let in.[/sp]
alpha 7! [url]http://steamcommunity.com/games/274520/announcements/detail/905586517434207242[/url] [quote][IMG]http://www.acidwizardstudio.com/wp-content/uploads/2015/12/alpha7_01_web.png[/IMG] Greetings, mortals! Say hello to Darkwood’s biggest content update as of yet! Even though we have tested this Alpha extensively, there are things which are bound to be broken due to the massive amount of changes made, so please bear with us! CHANGES - The story progress through Chapter 1 has been overhauled. This resulted in a big amount of changes both small and large, but you will need to find most of them by yourself! - The Prologue has had some work done on it, and also has it’s own map. - Most of the dialogue for NPCs has been rewritten. - Lots of new journal entries, and all previous ones have also been rewritten. - In-game cutscenes! - Renamed the Meadow to the Dry Meadow, and Forest to the Silent Forest. We needed a solution for people who were having problems with finding the beginning locations (eg. looking for the Chicken Lady in the Meadow) as they did not know that these are two different biomes . - New enemies, new attacks and behaviours for existing ones. - A ton of new characters, mostly villagers. - Many new idle animations for enemies and characters. - At lot of new locations, most notably a large village area. - Wolfman now has hideouts in each biome. - New quality settings for low-end PCs. - Improvements to stuttering when exploring the woods. - Dynamic difficulty scaling to player progress for some enemies. - The game now saves after talking to NPCs (except when in dreams). - Several updates and improvements for controller mode and new default bindings as suggested by players. - Removed mushroom gift after the first night. - Added specific post process effects for certain locations. - Removed priority for enemies to attack the player, resulting in more fighting between mobs. - Added and modified a few help popups. - Doors move when hit by something. - Changed gamma settings to brigthness adjustment. - Un-nerfed dodge. - Removed game save when leaving the hideout after morning mode. FIXES - Fixed torches and flares not giving light when clipping inside walls, doors etc. – Fixed enemies wanting to jump through small, blocked windows. - Fixed some events that should be triggered when entering a specific location being fired on game start. - Fixed pathfinding issues with locations outside of the game world. - Removed duplicate river in some cases of a generated world. - Fixed some events not loading properly. - Some outside locations now have proper rotation based on their corresponding location in the world (like the train wreck). - Fixed error when destroying the large larva egg. - Fixed nasty error for characters with changing portraits, resulting in a memory leak. - Fixed banshee screams not disabling lights. - Fixed some characters getting stuck in the middle of nowhere. - Disabled secondary attacks when in inventory. - Disabled hotbar scrolling when in main menu. - A lot of AI fixes. - Fixed item repair popup when it’s no longer usable incorrectly positioning itself. - Fixed some incorrect gamepad icons. - Fixed visible culling when being teleported to a new location. - Fixed map dragging itself when closed. - Optimized morning mode effect. - Fixes to Bicycle man behaviour and getting stuck. - Fixes to violin quest, as doing it in the incorrect order would still get you a outcome you did not want. - Fixed missing controller translations. - Fixes to time freeze music playing in dreams and The Three disappearing. - Fixes to characters still making sounds (eg. barking) after dying. - Fixed bugs in crafting requirements for gasoline. - Made horizontal and vertical camera movement dependent on screen size. - Fixed poison overlay displaying on top of map and journal. - Fixed some stuff that should fit to the screen size being a pixel or two too small. - Standing by the oven at night no longer makes you invulnerable to shadows. - Fixes to controller camera movement and player reach when in dynamic resolution mode. - Fixed incorrect number of lives showing up sometimes. - Fixed incorrect skill popup positioning on small screens. - Fixed not being able to repair weapons in certain situations. - Fixed characters sometimes getting stuck on barricades. - Fixed banshees sometimes changing their mind when walking towards the player. - Fixed characters which wanted to jump through a object even if they did not have the space to do so. - Fixed crows flying in place. Chapter 1 still needs some work, but we’re pretty close to how we want it to look. What’s next? We don’t know yet! It’s time for some quality time with the family (mine will grow by one any day now :D ) for the Wizards, but we will definitely be looking at the forums and streams to see how you’re liking the new update :D The Acid Wizard[/quote]
Oh boy. Time to do another run!
So I found the wolfman's 3rd hideout and [Sp]good lord they made him fucked up [/sp]
How polished is the game at the moment?
[QUOTE=StrawberryClock;49398290]How polished is the game at the moment?[/QUOTE] It's really well polished. There is a big bug that causes locations to sometimes not appear, forcing you to make a new character in order to fix it. But other than that I've barely run into any bugs at all in the latest build and it looks, sounds and mostly feels like a finished game, not something that's in a alpha state. Only problem for new players is that the learning curve is pretty steep and the game doesn't really tell you a lot about how to survive or what half the items in the game do, (Though that's been improved somewhat in the latest update) but if you like that sort of thing you'll feel right at home.
after 6 months of silence, they have finally posted another update! not a game update, but progress on the next chapter. it's something! [quote]Wassup! It has been some time since we have updated Darkwood. So long that some of you have been raising concerns about the game being abandoned, us being eaten by a Chomper or other horrible thing. Let me put these fears to rest, dear Mortal! Darkwood is alive and well, although we admit that development is very slow, but please know we are putting all the energy and passion we have into this project! ... [URL="http://www.acidwizardstudio.com/?p=667"]rest of the blogpost[/URL][/quote]
slow and steady development. i hope it pays off for them, because the game looks very interesting.
sorry for the bump, but [URL="http://steamcommunity.com/games/274520/announcements/detail/894353212555935666"]chapter 2 is released dawgs[/URL] along with a bunch of other cool shit
2 years later, is this game still good? Is it spooky like Silent Hill (Atmosphere, creepy enemy designs)
I've been holding out on getting this entirely. Is it fully playable at this stage?
[QUOTE=Xonax;51175749]2 years later, is this game still good? Is it spooky like Silent Hill (Atmosphere, creepy enemy designs)[/QUOTE] it's definately spooky, especially at night, but it's more like stalker than silent hill in terms of horror [editline]9th October 2016[/editline] [QUOTE=Elstumpo;51175762]I've been holding out on getting this entirely. Is it fully playable at this stage?[/QUOTE] yes, bugs and glitches are pretty few and far between it seems and aren't even that intrusive, at their absolute worst they'll fuck up a side quest
Im waiting for a Doctor Mode :v: And I really like Chapter 2, this is what Darkwood fells like
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