A Bite in the Nite
A downloadable game for Windows and macOS
"A Bite in the Nite"
‘Solve’ the crimes you committed after a night under the moon!
A project made for Senior Design Projects 2
Roles:
Joshua Beck - Programmer, Publishing Producer
Bryant Castro - Production Artist (2D) / Documentation
Mary Gerik - Producer / Creative Lead
Clara Ham - Music, Sound Design
Grant Cooper - Production Artist (2D) / Publishing Producer
Project Description:
In A Bite in the Nite, the player takes the role of the Detective, a part detective, part werewolf who knows more than anyone how important maintaining a work-life balance can be. Things get a little more ruff than usual when the remnants of a midnight snack are discovered near your vacation at the Twilight Inn, and the local homicide task force is dispatched to investigate!
As a member of the force, you’re invited to the scene of the crime for investigating and questioning. After all, you are a suspect who was staying at the nearby inn. Avoid suspicion in your answers and don’t come off as too RUFF, or you may be condemned! As a hungry beast of the night, you can satisfy your midnight craving and engage in the fun frenzy Bite Time! with a fellow resident. Careful not to have too hard a time taking down your victim bite by bite; it may be harder to convince the task force of your fabricated alibi!
So life may be tough with another investigation, but why not enjoy a bite in the nite!
Documentation: A zip folder containing the PDF of our Production Bible is downloadable below.
Audio
For the soundtrack, all compositions were kept in the same Logic file. This allowed for referencing between pieces to keep consistency in style. The music was kept short and loopable for implementation purposes.
In terms of SFX, as opposed to what was done with the music, each type of sound effect had its own Logic file. This is because there are many iterations of each effect that weren't used, and these would take up a lot of space if they shared a file. If a specific sound needed to be worked on, it wouldn't destroy the computer as much to edit it. Here, you can see a portion of the file for the character's footsteps and the different versions that were created, as well as the effects applied for audio consistency and sound brightening.
Visuals
This is concept art that we used to figure out the perspective and the color palette of the game.
Here, you can see the very beginnings of Bite Time where we were figuring out the layout and mechanics of the system. The yellow dot would soon become the player's teeth.
This is the development of the first victim/opponent in Unity. You can see the initial design of the teeth and the system to implement the sprites to replace the original, gray prototype.
If you want to see the final aesthetics of the game, please download below, and enjoy!
Future Application: We plan on using this project as a reference when working on future projects that have very strict deadlines and that run into outside development issues.
Research: When it comes to art, we looked into games that used color palettes and had similar aesthetics to Undertale and Telltales' The Wolf Among Us.
We were inspired by games like Undertale with the vibe being a combination of humor and horror, and we also appreciated the design, perspective, and colors of Undertale (top), OFF (bottom), and other similar games.
Status | Released |
Platforms | Windows, macOS |
Authors | jbeck98, mary gerik, BlueVII, ham00, Bryant Castro |
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