Me | Programmer
Jenna Toivonen | Producer, 3D Artist
Christopher Solis | Creative Director, 3D Animator
Mauri Rahkila | Art Director, Concept and Character Designer
Toni Tiilikainen | Programmer, Level Designer
Suvi Kanerva | 3D Artist
Miriam Lucenius | Concept, Storyboard and Character Designer
Noora Hovatov - Narrative Designer
Ufuk Özden | Game Writer
Alise Hirvonen | Cutscene Artist
Antti Keinänen | 3D Artist
Norowareta is a 3D horror game for PC made with Unity, that is based on japanese folklore. Our team consist only of students and we're developing the game on our free time. Development started in January 2022 as a part of our designers' project course. They wanted to continue the project after the course and needed a programmer and I got invited because Jenna knew me from the FGJ22. I started working with the project in summer 2022.
We got our alpha version ready in December 2022 and are currently working with the beta version. The beta version will have a totally new map, more levels, enemies and collectables and will introduce a weapon. There's a lot of work still to get the game ready for release. Our initial schedule for the release was in late spring/early summer of 2023 but because we're students and have other obligations too, we ran into some issues with timing and the release date is currently unknown. At the moment we're trying to do as much as possible before our summer break.
Norowareta's aplha version can be found in itch.io as a downloadable.
For the alpha version I added the first enemy type, Onryo, with some help from Toni, health system and everything included (healing items, death screen etc.), collectable items and sound settings.
Because the project was started by a group of designers who don't know how to program, they used Unity's standard asset FPS controller as a player controller and we haven't got the time to make a whole new one, we ran into some issues with Onryo's attack mechanics. When the Onryo attacks, it turnes the player so they're face to face and then licks. To be able to do so, the player controller needs to be disabled so the player doesn't just run away. This, however, somehow disturbs the mouse look the controller has and unexpected things might happen during the attack. So, a new controller is in the to-do list when we have time for it.
Another problem in the alpha, although a minor one, is some of the Onryos can't go through doors even though all the doors are set to be walkable in the navmesh. Haven't found any solution to this but I hope the new map solves it.
We (I, mostly, while implementing sound effects) also had troubles with sounds. For some reason the audio sources were not co-operating like I wanted. Some of them stop when you say Stop(), but some still keep playing the sounds. So I had to make some shady decisions while implementing the sounds, such as insted of Stop() I set the volume to 0 and let them play. Not the best practice in terms of optimization, but in order it to work in the alpha it had to be made that way. Sometimes even setting the volume to 0 didn't work so I had to disable the whole audio source. Handling different audio sources differently can be seen in some of my script examples.
For the beta version so far I have programmed and animated all of the new doors and drawers for the new A side map, the second enemy type, Onigumo, the weapon we're going to have, one puzzle element and started to design a state machine for the enemies, on a thought level, to possibly make them work a bit better.