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About Traumwolf

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  1. Traumwolf


    We are a small development studio, working on our first game. The GameImagine yourself exploring an abandoned, derelict building with a friend. Wooden floorboards under your feet are cracking, wind howls through empty corridors. Out of the corner of your eyes you can see something moving around. You turn around, but nothing is there. Your friend gets anxious, grabs your arm and gesticulates towards the exit. But you shake your head and push forward. Your friend follows you. After a few minutes the two of you reach a room. Ancient furniture is covered with thick layers of dust. Something scratches over the ground. You turn to your friend: maybe he’s playing a trick on you? You raise your flashlight. His face is pale, his eyes are locked on something behind you. He screams and flees. Slowly you turn around, but it is too late. A small piece of furniture hits you. You fall to the ground. A quiet, evil laughter rings in your ears before you loose consciousness. That’s what an average playsession of Witching Hour, an asynchronous horror game could look like. GameplayYou can either play together with a friend as a Hunter, or play against your friends as a Ghost. As a Hunter, you have to work together with a friend to find five “Mementos”, objects that belonged to the Ghost, so you can send him/her to his eternal rest. Unfortunately, you cannot see the Ghost, so you have to keep an eye on the environment, especially the ceilings, walls and the furnishings. You need to listen to sounds and visual small little changes to be able to track the ghost down and find his deadly traps. As a Ghost you have to make sure, that the Hunters won’t gain possession of the “Mementos”. To archive this goal, you’re free to move around the arena and place the furnishings and Mementos at will. Or you throw them at your enemies.Inspirations Witching Hour is inspired by games like: - Dead Realm - Friday the 13th. - Evolve - Overwatch DevelopmentAt the moment we are working on the core gameplay, which will be expanded during development. Among the planned features are: - Multiple Hunters and Ghosts. - A Haunting-System, which will create some ghost atmosphere!- A modular ability system, which enables both the Hunters and Ghosts to equip different skills. - A „Trap System“, which enables you to set traps for your enemies or to use the environment. For example: Set a carpet ablaze and burn the Hunters to a crisp. Or trap a Ghost for a certain amount of time in a room, with the power of “science and magic”. We also need your help during development. The core system should be in a “tester friendly” phase in a few weeks and we’d be happy to have a few gameplay testers. You play against us among other testers and your feedback will go directly to us. In other words: Hands on game development. Media
  2. Hey! We`re currently 2 active "developers" working on our first Game, which is made with UnrealEngine4. Below I have attached our Project with actual images and an InGame Trailer. We`re looking for: - Art-Director/Concept Artist, who is able to help us create believable characters and different story rich environments and keep the motivation up with sketches! - Unreal4 Developer, who is able to work regulary on the project and has experienced with Networking, Blueprints and C++. Additionally we have this small task called "We need a Game launcher for our Testers" ^^ P.S. We`re expecting a portfolio for showcasing your "skills",so we`ve a better understanding on what you`re capable of. Who we are: Myself will completely be focused on the Character-Aspect (3D Modeling, 3D Rigging and Animating with all the fancy UE stuff). Our other team-member is more of a tech-artist, which is taking care of UI/UX, MaterialSetups, Animation-Systems and Postprocessing. In addition he`d be able to help out. We`re a really dedicated, young team, which are putting a lot of time and effort into the project and that is also expected from our future developers. Goals: Our plan is to release the Game as an early Alpha version @the end of 2018 on Steam. We`ve already a completely networking prototype with a few gameplay mechanics. Our next goal is to create characters, build a believable animation-system and hardly iterate over game ideas! Every week we`ve a meeting in discord and want an updated version. As SCM we`re using PlasticSCM and we`re planning everything with Jira! So, if you`re interested, just send me an Mail/PM/Comment and we`ll have a nice talk =) Payment: We`re hard working on a "prototype", which is actual fun and playable to get our feed in the social media and find supporters. Our hope is to get some money over patreon to be able to pay our developers in the future. But in fact we aren`t expecting anything ... we want to make this game and boost our skill levels ... and publish it on Steam! Our main goal is to learn and build a better understanding of game development. If we get some money out of it ... *hurray ! When we get money, the revshare will be based on your absolved tasks on jira. We`re currently discussing this "Money"-stuff and I guess it will take some time till we have a proper solution and can give a clear payment-offer. mfg Traumwolf I´m also available on Discord (Traumwolf#2004)
  3. Traumwolf


    Thank you very much =) The model was more of a "pipeline-test" and placeholder, wasn`t that satisfied with it and had done a few mistakes during the sculpt (which I realized too late). So I tried some Retargeting to UE4 Animations (didn`t fixed the weightpaint). The Character I´m current working on will replace the Character and should look "ways better". And yes, my texturing isn`t good atm ... I´m working on it and the current character was a lot more planned (esspecially the material-thinking).
  4. Traumwolf


    Album for WitchingHour
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