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The Bakerville Case News

August Development Diary

Hello everyone, I hope you're having a great day, today there's some very interesting development news for The Bakerville Case that I'd like to share with you, including story and lore details, UI improvements, implementations, weapon details, and more.

[h2]STORY AND LORE[/h2]
Regarding the story and narrative background, as I mentioned in the previous post, I have been writing several text records and documents that narrate and explain important events and situations. Today, I bring many new details to share regarding these topics.

First, each type of document narrates part of a specific event, topic or situation, and they are divided into the following categories:
  • Prologue
  • Supply Reports
  • Mindpiercer Project
  • The Trials
  • Bakerville
  • Inhabitants

I am trying to make the game as rich in background as possible and make sense of that in aspects such as chronology and a context that fits well. In short, a general “why”.

Second, the main story will be a simple plot, but the protagonist's journey to escape Bakerville will not be easy.
Due to various factors, I am limited to making a less extensive and deep story as I would have liked, but I want it to be as well structured as possible, no matter how simple it is.
In theory, the story goes like this: Thomas Baker, the protagonist, arrives in Bakerville, but he has no way back, so he enters the town and discovers its horrible secrets, and to expose that to the public, he must obtain evidence, so he decides to explore thoroughly and escape with the evidence, but what will make his escape adventure complicated will be the challenges that the player will have to overcome, while increasingly darker secrets are revealed, while, thanks to the notes that Thomas writes in his logs, the player will be able to understand the protagonist's way of thinking.
There will also be a secondary character, Jessica Shaw, who acts as a kind of guide in Thomas' adventure, while she also searches for a way to escape from Bakerville.
The latter will in the future give rise to the story expansion starring Jessica, which at the same time will bring new mechanics and ideas that I would like to experiment with, and which I plan to do after the release of the full game.

[h2]INTERFACE[/h2]
The overall UI of all player panels has been improved, for example, the Backpack, Log, Navigation, Upgrades, and Challenges panels now have a better-distributed display of items.
Tutorials have also been added to the panels to give the player a more detailed understanding of the UI elements and their respective functions in regards to gameplay.



[h2]RARITY LEVELS[/h2]
A rarity system has been added that governs the value and power of weapons and items.
Rarity levels represent how often an item is found or how powerful its characteristics are.
  • Common
  • Uncommon
  • Epic
  • Legendary
The rarer the item or weapon, the better traits it will have.

[h2]CHALLENGES[/h2]
A new implementation I've been working on is the addition of Challenges (not to be confused with “Challenge Zones”), which upon completing specific tasks grant special rewards.
Some weapons will be part of the rewards that can be obtained through this system.
In order to avoid conflicts, Challenges will only take into account content available in the base game and not future DLCs.
Challenges are organized as follows:
  • Basic Challenges: These are objectives that cover a variety of actions.
  • Master Challenges: These are objectives that involve completing a set of common challenges.
  • Ultimate Challenge: Unique in its kind, it involves completing all of the Master Challenges.
To claim some of the challenge rewards, the player must find the “Challenge Hall” in the village.



[h2]WEAPONS[/h2]
Many new weapons have been added to the game's ecosystem, such as SMGs, Rifles, Shotguns, and more.
Something worth noting is how weapons are organized in the game:
  • Conventional Weapons: These are easy to find and can be upgraded to reach their full potential.
  • Emblematic Weapons: These are harder to obtain and are usually Epic or Legendary rarity and already have base traits and cannot be upgraded.
  • Experimental Weapons: These have a little backstory to them within the game. These are the hardest to obtain but are some of the most powerful weapons that will exist in the game.

Some, as mentioned above, will be obtainable through Challenges, while others will be obtained through Challenge Zones or by finding them in the environment.
Below is a list of all the weapons that will be available in the base game, and screenshots of each weapon are also attached:

    PISTOLS
  • M1911
  • G18
  • M9
  • M1911 Tactical
  • MK23 (Emblematic)
  • Makarov (Emblematic)
  • PT-9M Experimental
    SHOTGUNS
  • M37
  • M3
  • Richter Super 90 (Emblematic)
  • Double-Barrel Shotgun (Emblematic)
    SUBMACHINEGUNS
  • Viper 9
  • M1A1 (Emblematic)
  • Sten Mk. 1
  • AKS-74u
    ASSAULT RIFLES
  • AK47
  • AR15
  • AKM (Emblem)
  • MCX
  • M14
  • VKX-77 Experimental
    SNIPER RIFLES
  • Osiris X50 Experimental
  • M1876
    MAGNUMS
  • Desert Eagle
  • LeMat Revolver Carbine (Emblematic)
    HEAVY WEAPONS
  • Flamethrower
  • Flintlock Hand Cannon (Emblematic)
    MELEE
  • Survival Knife
  • Axe
  • Katana (Emblem)
  • "Lucille Tribute" Baseball Bat (Emblematic)

[h2]WEAPONS SKINS[/h2]
Another new implementation in development is the inclusion of a system of skins that can be equipped to weapons, which can be obtained through challenges, Challenge Zones or by finding them in the environment.
Some skins will arrive through DLCs in the future.
It should be noted that not all weapons will have skins.
  • [h3]USER INTERFACE: ARMORY[/h3]
    A subscreen called Armory has been added to the player panel, where players can equip skins to their weapons, in it, the player can see where and how to obtain skins that are locked.
  • [h3]USER INTERFACE: WEAPON STATS[/h3]
    This subscreen also has a panel called Weapon Stats, where the player can see in detail the traits and characteristics of the weapons they have obtained, such as damage, rate of fire, ammo capacity, among other data. In addition, they can preview what a weapon stats will look like after an upgrade.




[h2]ACCESS TO WORKSHOPS[/h2]
There will be 3 workshops spread across the map, which will be accessible by finding their respective keys and each will contain upgrade levels 1, 2, and 3 respectively, but regardless of whether a workshop containing the high-level upgrades is accessible, the player will need to obtain the base-level upgrades first.
For example, if the player wants to obtain “Improved Resupply - Level 2”, he/she will need to obtain “Improved Resupply - Level 1” first, and so on for each upgrade.



[h2]EXCHANGE STORES[/h2]
Exchange Stores are places of interest where the player can purchase items, weapons, and other resources and consumables using Credits.
Unlocking a Workshop will also grant access to its respective Exchange Store.



  • [h3]SELL STATION[/h3]
    I've been working on a simple yet effective system for selling items, I present to you the Sell Station, a terminal available in Exchange Stores where you can sell specific items in exchange for Credits.
    To make this system work, a new inventory item was added that can be obtained by finding objects of various appearance in the environment called “Exchange Items”.




[h2]SUPPLY BOXES[/h2]
They contain various types of items such as ammo, consumables, resources, and even weapons.
They can be unlocked using Golden Keys that the player can obtain in the environment and through other sources.
They can be easily found next to a red-lit candlestick or by finding "Supply Reports" to discover their exact location.
The loot from the boxes can be improved by obtaining the "Improved Resupply" upgrade.



[h2]NAVIGATION SYSTEM[/h2]
Recently, I finished integrating a navigation system, which I see as necessary as an alternative to a town map.
In order to effectively use the navigation system, the player will need to find the Navigation Kit by progressing through the story, which will allow the player to track points of interest, loot, and challenge zones by displaying a compass that will be located at the top of the game interface.
When the player arrives at a point of interest, he/she will be able to find a map that, when interact with, will turn on a purple light, indicating that the area has been successfully added to the navigation panel, after which the player will be able to view the added point of interest and track it on their compass.
Only one point of interest can be tracked at a time.



[h2]TECHNICAL SETTINGS[/h2]
I recently added AMD FSR 3 support, which improves performance by running the game at a lower internal resolution and then scaling the image, thereby increasing the frames per second.
All gameplay, graphics, and controls settings will be available from Early Access, so there will be a wide variety of options to customize the look and feel of the game, so those who are already familiar with these options that are present in most PC games will find it easy to adjust the various options available.

All graphics features and their settings are detailed below:

GENERAL
  • Sound Volume
VIDEO
  • Resolution
  • Display Mode
  • Dynamic Range
  • Vertical Sync
  • Brightness
  • AMD FidelityFX Super Resolution 2.2
  • AMD FidelityFX Super Resolution 3
  • Antialiasing (FXAA, SMAA, TAA, MSAA, NVIDIA FXAA, DLAA, TRAA)
  • NVIDIA Reflex
  • Ray Traced Screen Space Reflections
  • Ray Traced Real-Time Global Illumination
  • Ray Traced Ambient Occlusion (HBAO)
  • Contact Shadows
  • Texture Resolution
  • Anisotropic Filtering
  • Textures mipmaps streaming
  • Memory budget for streaming texture mipmaps
  • Multithread rendering
  • Models and simulation detail
  • Subsurface scattering
  • Render distance (Experimental)
  • Volumetric lighting rendering mode
  • Atmospheric fog resolution
  • Particle upsampling
  • PFX acceleration (Interactive Dynamic Fog)
  • Shadow resolution
  • Shadow distance
  • Shadow projection method
  • Light texture quality
  • Ambient Occlusion method (SSAO, GTAO, HBAO, NNAO)
  • Level of detail
  • Foliage quality
  • Terrain texture distance
  • Terrain detail distance (Minor vegetation)
  • 2D element quality
  • Film grain
  • Motion blur
  • Aberration Chromatic
  • Lens distortion
  • Vignette
  • Light flare (Bloom or Glare)


[h2]CONCLUSIONS[/h2]
This is all I have to share for this occasion, I am “cooking” many exciting aspects of the project that I will reveal in the next development updates, although at a “slow heat”, but I think that they will leave a great “taste in the mouth” when seeing them integrated into the game.
As a little extra information, many people have told me (or I have heard around), that my game is very similar to Resident Evil, especially 7 and Village (8), and the truth is that I am taking a lot of inspiration from them, both artistic and gameplay-wise, to forge my own interactive experience and give it my unique touch, as I mentioned, I am limited by multiple factors, since a video game is one of the most complex artistic and technological works that humanity can create, since it mixes sound, music, script, programming, modeling, design, etc., but I am striving to achieve the vision I have for my project and to have a certain level of quality.

Okay, that's all I have for this occasion, see you in the next development diary with more news about the project, until next time!

- Kevin

Follow the development!

Hello everyone, I hope you are having a good day, today I would like to share a page that I have been working on in recent weeks, in this you can see in general how "The Bakerville Case" is progressing, in addition to the fact that I am continually updating the progress made.

And if anyone wants to see more closely the work done, data behind the development and other curiosities of the project (as well as support me), there is also the Patreon page, which was reworked some time ago offering 1 additional level and new benefits.

I also plan to open a Kickstarter campaign in the coming weeks to further expand the visibility of the project and offer limited-time benefits.

🔹 Trello: https://trello.com/b/83MDSQrk/the-bakerville-case

🔹 Patreon: https://www.patreon.com/moonlightgameworks/membership


📢 As a small preview, I am already preparing the next DevUpdate, which brings a lot of new advances, including improvements to the game interface, a new main implementation to the core of the gameplay, new weapons, customization, etc.

- Kevin

March Development Diary



Hello, whatever time you see this, I hope you are having a good day, today we bring the first Dev Update of the year, there are several advances that I would like to share some details about, as well as some screenshots to show them. Without further ado, let's get to it.

Some elements seen in the screenshots may not be finished.

ENVIRONMENT
Now the entire main story will occur within the same map (scene), unlike the original plans, which was to divide the story into more than one scene.
As a technical consequence, much more optimization and resource management work will be required, but I believe it is the best decision to be able to make several of the systems already implemented work better.
In addition, I have dedicated myself to expanding the map and adding more areas of interest that motivate the player to explore and discover secrets or find useful objects.
For this, both the available objects, collectible objects, the weapons available and the variety of enemies to face were expanded.
Something that should be highlighted is that even though it is a desolate town, it will be a living place in a certain way, due to the activities to do and the places to explore, in addition to the fact that the player will be able to come across with enemies roaming around the town or lurking around the surroundings.
Likewise, I added many more details to the environments that were already built, both interior and exterior, new details were added such as wet surfaces, scuffs, decorative objects, structures, vegetation and optimized additional lighting.



VOICES
We aqcuired a system that uses Artificial Intelligence to generate realistic voices, this is even cheaper than hiring voice actors, although adjustments will have to be made and some additional work.

NARRATIVE BACKGROUND
Regarding the story, I have worked on improving its lore and making it feel bigger than it would seem, for this, I wrote multiple text logs that the player can find while exploring, these logs will be divided into several categories to address themes specific to both the main plot and the lore.
I also plan to take advantage of AI voice generation to include “recordings” that further expand the narrative background.
To represent this, I worked on adding specific panels for each type of log in the game interface.



NEW MECHANICS
New mechanics were added to the gameplay, such as new ways to navigate your way through new areas or to obtain items by solving specific puzzles and mechanics.

There will also be small sections (similar to a dungeon) called “Challenge Zones”, in which the player will have to fight enemies and solve puzzles to obtain rewards such as resources, coins, upgrades, new weapons and discover new documents that reveal more about the background of the story.

Another new mechanic that is being worked on is the implementation of the wear and tear of the player's weapons due to their use, so they must use a workbench to repair them using specific resources.
Improved versions of weapons will no longer require repairs.



An additional mechanic to mention is the navigation system, which will make it easier to navigate the map, it is planned to implement a compass system on top of the player's camera and a panel of places of interest (Important sites of the story, safe rooms, Challenge Zones, etc.), which when selected are highlighted on the compass and facilitate their location. I also hope to apply this to special items like supply boxes.



The following are the Upgrades that the player can acquire by spending the coins found in the environment. Each upgrade will have three unlockable levels.
  • Ammo Finder: Improves the chance of finding ammo items.
  • Survival Instinct: Improves the chance of finding medical items.
  • Improved Resupply: Improves the loot from supply boxes.
  • Scavenger: Improves the chance of finding resources.
  • Enhanced Taste: Improves the coffee machine.
  • Effort and Reward: Increases rewards for completing Challenge Zones.




Some changes were made to safe room items to accommodate different difficulties, as well as have a more consistent overall balance.
In each Safe Room, there will be 3 special objects, which are:
  • Typewriter: Used to save player progress.
  • Coffee Machine: Restores a part of the player's health, but this value can be increased by purchasing upgrades. In order to use the coffee machine, a cup of coffee is required, which is a special item, for balance reasons.
  • Storage Chest: Used to store the player's items and retrieve them in another chest.


DIFFICULTIES
There will be 4 difficulties available to play: Easy, Normal, Survivor and Nightmare, each difficulty will have changes that will modify the challenge when playing, such as increased health and damage of enemies, less player stamina, reduced efficiency of upgrades, restrict the use of certain items for the player on high difficulties, etc.
There is also a difficulty planned for a future DLC called "Inferno."

WEAPONS AND EQUIPMENT
Currently there are 10 fully functional weapons, without considering upgraded versions (9 base and 1 for a future DLC), but I plan for the base repertoire of available weapons to rise to approximately 20 weapons, not counting upgraded versions, among which will be pistols, submachine guns, melee weapons, thrown weapons and projectile launchers.
Several of these weapons can be acquired naturally as you progress through the game, while others will be unlockable through in-game currency, special Challenge Zone rewards, and Supply Boxes.

The weapons currently available are:
  • Knife
  • Axe
  • M1911 Handgun
  • G18 Handgun
  • M37 Shotgun
  • MP7 SMG
  • Tactical version of the M1911
  • M9 Handgun
  • PT-9M Experimental Pistol
  • Makarov Pistol (Future DLC)




ENEMIES
So far there are 4 types of enemies available:
  • Common Tormented: Common experiments that "The Mind", the group behind the Bakerville Massacre in the main story, performed on the townspeople.
  • Spotter: Great detection capability and faster movement speed. Greater persistence to hunt the player. This enemy has a great ability to see the player at longer distances than other enemies thanks to the torch he carries, he also has greater hearing ability, so he can detect the player even without seeing him, and once this happens, It can be difficult to lose or get rid of, although it does not have much physical resistance and can be easily defeated.
  • Axeman: Increased movement speed. Deals heavy damage to the player. This variant of the Spotter carries an axe to attack the player, which makes him more lethal but retains the low physical resistance of the Spotter variant.
  • Butcher: Increased health and damage resistance. Reduced range of vision. Deals heavy damage to the player. This experimental abomination has a circular saw implanted in its right arm, with which it can deal a lot of damage to the player, in addition to resisting greater amounts of damage, so headshots do not apply additional damage. However, because he possesses only one eye, he has a reduced range of vision.




GRAPHICS AND TECHNICAL ASPECTS
Introducing Envira Enhance, a library of advanced graphics solutions for Unity 3D.
It is made up of 3 components: Pulse Illumination, a high-fidelity enhanced lighting system, Quantum Volumetrics, a volumetric lighting system, and ShadingWorks, a set of high-quality shading solutions.
Months ago I met some guys in a Discord group who study graphics development, and in the conversation I told them about my game project, it was then that they offered me to try preliminary versions of their projects, and after a while of testing them and giving them my feedback, we reached an agreement to market them through the Unity Asset Store, this to raise awareness of both my game and its creations.
So we organized to sell them collaboratively and they were improved for better functioning.
These resources will be freely licensed at the time of purchase, so anyone can implement them in their projects.
This is our own system of graphics tools that you are using in conjunction with others for the visual aspect of the game.

Multiple improvements to the graphics were implemented, such as better rendering of the characters' skin and other materials using the “Subsurface Dispersion” technique, better texture resolutions, and improved post-processing effects.

To optimize the loading of game data, especially textures, the use of “Texture Streaming” was implemented, which when enabled, allocates a specific amount of customizable memory for streaming, and starts loading textures on the hard drive when they are really needed.

Another technical aspect that I would like to mention is, for example, the implementation of FMOD, a dynamic music and audio system that adapts sound parameters, in this case music, to different situations within the game. This system is in the process of implementation and early testing.

Filters and effects were added that can be applied to the player's camera to customize the visual appearance, some examples are a black and white filter, an effect that simulates an old television, another that simulates a VHS recording, among others.
They will be available for free in the base game, although more will be added in the future.

New image scaling technologies were also implemented: AMD FSR 3 and NVIDIA DLSS (both still without Frame Generation).



POSSIBLE RELEASE DATE
In recent months I have received multiple questions about when The Bakerville Case could be released, and the truth is that I did not have a date in mind yet, but seeing that development is progressing without problems, and it is also something that I have thought about In recent days, it could be that by Q3 2025 the game would be released in Early Access, and from there I plan to add the next content and work on future expansions of both story and additional modes.
It may seem like an overblown release window, but considering all the changes I've made and all the features, implementations, and additions I've made and still need to make, plus it's just me working on the project, I feel like it's a stretch. date that can be taken more seriously to deliver a product in optimal conditions and with the expectations that I want to achieve so that the people who play it like it even in Early Access.

FINAL CONCLUSION
I've been wanting to talk about the latest I've been working on for this project for a while, but I wanted to have some solid progress and some work done so I could present it.
Therefore, that would be all for this occasion, when there is some essential progress that is worth mentioning, I will be sharing it here, see you next time.

Join our Discord server to find out all the news and announcements, and follow us on our social networks.

- Kevin

Technical Features Showcase Trailer

Introducing the official Unity Technical Features Showcase Trailer, in which we show functions in action and comparisons of technical functions and graphics such as Ray Tracing, FSR 2 and much more.

Add the game to your wishlist and don't miss the most recent news.

[previewyoutube][/previewyoutube]

📣 NEW PC REQUIREMENTS

📣 We introduce the new PC requirements. The only requirement that may change in the future is the storage.