Dark Souls: Nightfall is the giant new Dark Souls mod I’m working on with AinTunez, Meowmaritus, and others. AinTunez and I started sketching the outline last year, and we’ve gradually been piecing the core components together throughout 2020.
I hope you’ll agree that Daughters of Ash would have been worse off if I’d hyped it up a year in advance and spoiled everything in demo videos. Nevertheless, I can tentatively say that:
- It’s a direct sequel to Dark Souls, again with “expanded lore” that aims not to clash with the base game.
- It has a new world map. No brand new assets, but I’m using a mixture of physically rearranging the areas of Lordran and building new areas out of existing map pieces and collisions.
- It has a heavily modified, faster-paced combat system. AinTunez has been tuning it up all year. (He’s previously experimented with a much simpler version of this in QuickSouls.)
- It will include modified enemies with heavily modified animations. No brand new enemy models, but lots of retexturing and decking out of existing ones. Meowmaritus has showed off snippets of this work on his Twitter.
- It will have brand new NPCs with new voice acting. I experimented with some new “non-verbal characters” in DoA, without much other choice, but our improving ability to edit the character files and AinTunez’s access to an incredible pool of voice talent has expanded our options here considerably. No hard promises on this one, as these files can be very time-consuming to playtest (think of all the different possible outcomes of each character interaction), but we think it’s within reach.
- It is larger and more ambitious than Daughters of Ash. That’s probably obvious from the points above, but it will also extend to the things I went ham with in DoA: event scripting, boss design, and optional (and/or secret) questlines.
My three main contributions to the mod are the story, characters, and world map. I’ll be sharing sneak peeks of these parts on Twitter now and then, with even more bonus goodies and details for my supporters on Patreon.
(Oh, and don’t worry — we’ll have a real team of playtesters for this one.)