Reaching the end of my project for handing in, I had to work extremely hard to get my project finished.
I focused almost entirely on building the actual level, and ended up with about 150 individual textures, 50 individual models, and a considerable amount of sounds of which I got done specifically for me by Adam Denby.
I also managed to go back over my design, and while the layout was kept reasonably the same, I had to block off more room and direct play a bit more. This was mainly done in consideration to me ensuring I finished all my work within time, but it also helped ensure that the game was fun and scary to play.
I spent the last few days ensuring there were no bugs, as well as putting in a few little finishing touches to neaten things up. It's not perfect, but I got a few people to test it out for me to ensure it was good. Thanksfully I got some good responces as well as good feed back on one particular event that was difficult to see. I have since fixed that.
Some pictures of the final level:
In the end I'm actually pretty chuffed with the level, yes there were things I didn't want to miss out that I had planned, but in some ways I refined out some bad parts and gave space to ensure other parts had a better build up. I got excited about the level after I got some people to test it out, and they jumped, and froze for a moment when they heard sounds and saw something flash up on screen.
At one point one tester litterally ran back across the level to escape as they felt they were about to get killed and couldn't force themselves round a particular corner. This certainly made it all worth it, and while it's not perfect, and I wish I had been able to spend more time on it, I am happy, and I think it came out rather well. The addition of the torch is a hit and miss, it works really well, especially for some dark corners and corridors, but again, its not perfect, as I didn't get enough time to discover how to make the torch move up and down with the mouse.
Yet, some testers though it didn't matter, and actually worked to help make the game sightly more errie. I guess its down to personal opinion, because I would understand if people found it frustrating that they couldn't flash the light on the floor sometimes. Thankfully I have thought about this within the design, and planned nothing that would be impossible to see.
If I did this project again, I would give it a bit more attention, but also I'd be more aware of the bugs surronding using BSP and look at adding more models to help conpensate for the problems BSP can cause. Also, if possible I would have liked the game to be longer, but I guess that's because I really enjoyed the project.
Level Design Project
Tuesday 17 April 2012
Tuesday 27 March 2012
Still working hard on the project, that sometimes feels like it really doesn't want me to finish it.
I've been suffering with the same error I was previously as it constantly tries to crash UDK while I work with building the level with BSP. I guess this is a lesson learnt for me in the future, and maybe something I should have learnt previously when I worked on previous projects within a program called GTK Radiant. Although I've never had issues with this previously in UDK, its forced me to try turning BSP into Static Meshes in an attempt to get over the problem.
Meanwhile I've tried to keep producing as much work as possible, and while I progress with textures and models, I have also realised that to save time I have neglected making things look old. Granted this station is so old its become destroyed and wrecked over years, but I do think that I need more damage and old features to distinguish that its been left for a few months.
Either way here are some of the new textures I've been working on:
All of these textures have Normal and specular maps as well (where needed) and I'm reaching 88 textures now(not including normals, Opacity, Specular, etc). So doing well in that department. I've also worked on getting more of my models completed, although some important ones still need doing ASAP.
Generally I've built a load more of the level, amendments and corrections as well as putting as many textures on as possible. It's surprised me how many there really are to do, and I think I underestimated the building of this level, but the more I do the more I've learnt as I progress.
I've been suffering with the same error I was previously as it constantly tries to crash UDK while I work with building the level with BSP. I guess this is a lesson learnt for me in the future, and maybe something I should have learnt previously when I worked on previous projects within a program called GTK Radiant. Although I've never had issues with this previously in UDK, its forced me to try turning BSP into Static Meshes in an attempt to get over the problem.
Meanwhile I've tried to keep producing as much work as possible, and while I progress with textures and models, I have also realised that to save time I have neglected making things look old. Granted this station is so old its become destroyed and wrecked over years, but I do think that I need more damage and old features to distinguish that its been left for a few months.
Either way here are some of the new textures I've been working on:
All of these textures have Normal and specular maps as well (where needed) and I'm reaching 88 textures now(not including normals, Opacity, Specular, etc). So doing well in that department. I've also worked on getting more of my models completed, although some important ones still need doing ASAP.
Generally I've built a load more of the level, amendments and corrections as well as putting as many textures on as possible. It's surprised me how many there really are to do, and I think I underestimated the building of this level, but the more I do the more I've learnt as I progress.
Monday 5 March 2012
Big update!
Still been working hard on catching up and while it's been tough, I've slowly been catching up. I'm hoping that I can get around less Models by using more decals, which I've been introducing slowly.
Damage and holes such as these:
Some I've made from scratch others I've manipulated from a online free texture database. www.cgtextures.com I do try make as many from scratch as possible though as I enjoy doing it.
I've worked loads of building and texturing the main level, which has over 50 different textures within it(not including all the normal, specular and opacity maps I've made to) and this is still growing all the time. I've also increased the amount of models I've made, re-sized some rooms and walls as I've tried to narrow down the scope of the level so I can actually finish this in time.
All the road and paving has been added around the edge of the level, but I do need to just block it off with the surround buildings. This is nothing complicated, just simple blocked buildings that the player can;t go near and will just cover off the end of the level so it looks neat and tidy.
I also began setting in some of the basic events, I've started this on time in terms of schedule, accept that I haven't created enough models to fill the level like I wanted. So, the plan from now on is to create the models that are directly involved with the events only. Once all that is done, extra time can be spent on other models, but at least the main bulk of the level will be completed.
While trying to accomplish some scary moments, I've tried looking more at "tempo", which I mean by trying to build up to a fright, to actually make it scary. So after researching, and watching some horror films and games to see how they have done it. I have restructured some of the events within my level to try and make it better, and again to allow me to be able to finish on time. Above is a basic flow of how I wanted to build up the first event within the level.
Here is a view of the first door that closes before the player with the damage decals around it. This door becomes locked after it shuts, so if the player decides to try get in, they have to find another way round. If the player just looks alternately to that, then they will end up having to take the corridor anyway to progress. Either way, this will make the player aware they are not alone.
Heading down the corridor, the player will approach the toilets, at this point, the player will gasp and pause as the door in front of them opens and foot steps walk into the toilets. Will the player follow? If the player decides to search elsewhere they will always end up finally needing to walk into the toilets. Below is the same corridor in the editor showing the scene set up and decals for foot prints on the floor.
When the player finally enters the toilets, they will see more foot steps leading into a toilet booth. A mirror on the wall will also be set up, so the player will have to look into the mirror to see moving foot steps to the right booth. Upon looking into the booth, the player will get a fright, with a face flashing up, as well as a freaky laugh. But the player will gain the key to the management room for there troubles.
I still need to create the face, and receive the sound off my sound guy, but once I have those the scene is already set up to produce the event. Meanwhile I have also been working on lighting and windows!
The Glass in the first picture was tricky to make, but looks rather good in the editor, and its the first time I've actually tried to make it before, so I'm happy with it, after it took me about half and hour to figure out how to do. The Lighting, such as shown in the second picture has been a pain, I had to figure out why it was producing a strange glow from the bottom of the level, which turned out to be an issue with the terrain and the skydome. While the light was compiling over the while level, the sky dome reaches under the terrain, and therefore so does the light. So the terrain was creating a shadowed glow on the base of everything that touched it. I simply had to remove the "Cast Shadows" option from the terrain to remove this effect. I say simply but it took some time to figure out, but will also help me solve future problems, as in the past its something I haven't known how to fix before.
Damage and holes such as these:
Some I've made from scratch others I've manipulated from a online free texture database. www.cgtextures.com I do try make as many from scratch as possible though as I enjoy doing it.
I've worked loads of building and texturing the main level, which has over 50 different textures within it(not including all the normal, specular and opacity maps I've made to) and this is still growing all the time. I've also increased the amount of models I've made, re-sized some rooms and walls as I've tried to narrow down the scope of the level so I can actually finish this in time.
All the road and paving has been added around the edge of the level, but I do need to just block it off with the surround buildings. This is nothing complicated, just simple blocked buildings that the player can;t go near and will just cover off the end of the level so it looks neat and tidy.
I also began setting in some of the basic events, I've started this on time in terms of schedule, accept that I haven't created enough models to fill the level like I wanted. So, the plan from now on is to create the models that are directly involved with the events only. Once all that is done, extra time can be spent on other models, but at least the main bulk of the level will be completed.
While trying to accomplish some scary moments, I've tried looking more at "tempo", which I mean by trying to build up to a fright, to actually make it scary. So after researching, and watching some horror films and games to see how they have done it. I have restructured some of the events within my level to try and make it better, and again to allow me to be able to finish on time. Above is a basic flow of how I wanted to build up the first event within the level.
Here is a view of the first door that closes before the player with the damage decals around it. This door becomes locked after it shuts, so if the player decides to try get in, they have to find another way round. If the player just looks alternately to that, then they will end up having to take the corridor anyway to progress. Either way, this will make the player aware they are not alone.
Heading down the corridor, the player will approach the toilets, at this point, the player will gasp and pause as the door in front of them opens and foot steps walk into the toilets. Will the player follow? If the player decides to search elsewhere they will always end up finally needing to walk into the toilets. Below is the same corridor in the editor showing the scene set up and decals for foot prints on the floor.
When the player finally enters the toilets, they will see more foot steps leading into a toilet booth. A mirror on the wall will also be set up, so the player will have to look into the mirror to see moving foot steps to the right booth. Upon looking into the booth, the player will get a fright, with a face flashing up, as well as a freaky laugh. But the player will gain the key to the management room for there troubles.
I still need to create the face, and receive the sound off my sound guy, but once I have those the scene is already set up to produce the event. Meanwhile I have also been working on lighting and windows!
The Glass in the first picture was tricky to make, but looks rather good in the editor, and its the first time I've actually tried to make it before, so I'm happy with it, after it took me about half and hour to figure out how to do. The Lighting, such as shown in the second picture has been a pain, I had to figure out why it was producing a strange glow from the bottom of the level, which turned out to be an issue with the terrain and the skydome. While the light was compiling over the while level, the sky dome reaches under the terrain, and therefore so does the light. So the terrain was creating a shadowed glow on the base of everything that touched it. I simply had to remove the "Cast Shadows" option from the terrain to remove this effect. I say simply but it took some time to figure out, but will also help me solve future problems, as in the past its something I haven't known how to fix before.
Tuesday 14 February 2012
Models Update
So this week I have been building up my models to try and catch up. One thing I've had to take under advisement is that I'm not going to try and make lots of very detailed models, with a my lack of time it is important that I concentrate on the important aspects of the design, that is the level design itself.
Therefore all models are going to be lower poly than I had originally planned, this will help me catch up and, hopefully with some decent texturing I'll not loose much in the look of the level. Therefore I can concentrate on making the models that are important to related events and actions within the game first, and ensure my level works properly. Any extra models can be added afterwards.
The three pictures of the Industrial sized bins are just as I refined the bin, I guess I realized that the bin wasn't right and needed adjusting. It looks a better shape now and it deeper than it is wide, which is what was bothering me, as these bins are deeper than wider normally.
The File Cabinet, Office Chair, Office table and Garbage Chute Exit are my first set of models. I may go back and edit textures afterwards, but in the dark lighting I think these will look alright for now.
Making the actual textures has probably taken the most time (Along with unwrapping) but they are important and I make my textures from scratch mostly with help from photo's and previous textures I've kept a hold of that I can use again.
This is an edited model from a previous project, I realized I already had the basic shape and I could just refine the model and its texture. I'm still in the process of doing this but it's looking good to use a old left to rot computer.
I have also been working on making textures still, here is the updated door to the toilets. While all the door will be slightly different, I will be ensuring a general theme for the doors so they fit visually within the level, I also believe this will help me catch up a bit quicker.
Overall it's helping that I am sticking the mot important assets/textures to get this work completed, I hope that I can catch up quickly and ensure this level looks and plays good.
Therefore all models are going to be lower poly than I had originally planned, this will help me catch up and, hopefully with some decent texturing I'll not loose much in the look of the level. Therefore I can concentrate on making the models that are important to related events and actions within the game first, and ensure my level works properly. Any extra models can be added afterwards.
The three pictures of the Industrial sized bins are just as I refined the bin, I guess I realized that the bin wasn't right and needed adjusting. It looks a better shape now and it deeper than it is wide, which is what was bothering me, as these bins are deeper than wider normally.
The File Cabinet, Office Chair, Office table and Garbage Chute Exit are my first set of models. I may go back and edit textures afterwards, but in the dark lighting I think these will look alright for now.
Making the actual textures has probably taken the most time (Along with unwrapping) but they are important and I make my textures from scratch mostly with help from photo's and previous textures I've kept a hold of that I can use again.
This is an edited model from a previous project, I realized I already had the basic shape and I could just refine the model and its texture. I'm still in the process of doing this but it's looking good to use a old left to rot computer.
I have also been working on making textures still, here is the updated door to the toilets. While all the door will be slightly different, I will be ensuring a general theme for the doors so they fit visually within the level, I also believe this will help me catch up a bit quicker.
Overall it's helping that I am sticking the mot important assets/textures to get this work completed, I hope that I can catch up quickly and ensure this level looks and plays good.
Monday 6 February 2012
Updated work
It has certainly been a busy time of late, and since I had dropped behind on my work due to a few things, I have been concentrating on catching back up again. I realized I was a good month behind on my project plan, which isn't good. So I've put in some more effort into my work and tried catching up as much as possible.
I have caught up quiet a lot, and feel like I'm only a week or two behind now.
Things I've been working on as of late are:
When building the actual level, I came across some sort of bug in the system, even now I'm not completely sure what has been happening but upon building the level it began crashing randomly when was simply using the builder brushes. This caused me lots of problems and even after re-starting the level twice, once from scratch after I finished it, it continued to crash.
I did discuss with other members of the class who were adept at using UDK as well to see if there was anything wrong, but I still could not find anything wrong. After a while I found ways of building around the problem, but I have to be careful as I don't know why it's been doing it, but thankfully I'm able to run the program well from my own laptop.
While the base map will begin to fill in with my models very quickly over this next couple of weeks, I must ensure that I do not rush them, everything still needs to look good while I attempt to catch up. Below is a model of one of the Industrial sized bins in the back alleyway.
Next weeks blog will be an update of a variety of models and textures, as well as the Normal and Specular maps I've been using Crazy Bump to create.
I have caught up quiet a lot, and feel like I'm only a week or two behind now.
Things I've been working on as of late are:
- I updated my Level Design document again, I felt like bits needed refining and I changed some things round to make it neater.
- I have finished building the base of the level, so I have a complete HULL of which to walk around on.
- I am currently working on putting together all the textures and models for the level.While the main base textures are on the level, along with Normal maps and Specular maps, I am also working into the models and there textures which is where I am up to at the moment.
When building the actual level, I came across some sort of bug in the system, even now I'm not completely sure what has been happening but upon building the level it began crashing randomly when was simply using the builder brushes. This caused me lots of problems and even after re-starting the level twice, once from scratch after I finished it, it continued to crash.
I did discuss with other members of the class who were adept at using UDK as well to see if there was anything wrong, but I still could not find anything wrong. After a while I found ways of building around the problem, but I have to be careful as I don't know why it's been doing it, but thankfully I'm able to run the program well from my own laptop.
While the base map will begin to fill in with my models very quickly over this next couple of weeks, I must ensure that I do not rush them, everything still needs to look good while I attempt to catch up. Below is a model of one of the Industrial sized bins in the back alleyway.
Next weeks blog will be an update of a variety of models and textures, as well as the Normal and Specular maps I've been using Crazy Bump to create.
Tuesday 13 December 2011
Update much needed!
While I've been very busy with other work, I've also ended up with some personal issues that effected my timescale.
I have however been working hard on trying to catch up. While also adding more to my research as I go along, this is mainly because you never know when something inspiring is going to turn up. I added a few things to my research, one thing in particular I added was a spooky picture from a cave system within the UK.
Here is a link to the Daily Mail that reported it:
http://www.dailymail.co.uk/news/article-2071084/Make-bones-Britain-s-scariest-cave-Photographer-captures-eerie-skull-rock-face-remote-diving-spot.html
Meanwhile I have been working hard on the design, to ensure it works properly and can be played through with scary moments. I have planned out, layout/direction, assets, events, sounds and the walkthrough.
Here are some design pictures I've been working on:
I have enjoyed doing this, and have put a lot of effect into this to ensure that it is going to work properly, so I put a lot of thought into it.
I have however been working hard on trying to catch up. While also adding more to my research as I go along, this is mainly because you never know when something inspiring is going to turn up. I added a few things to my research, one thing in particular I added was a spooky picture from a cave system within the UK.
Here is a link to the Daily Mail that reported it:
http://www.dailymail.co.uk/news/article-2071084/Make-bones-Britain-s-scariest-cave-Photographer-captures-eerie-skull-rock-face-remote-diving-spot.html
Meanwhile I have been working hard on the design, to ensure it works properly and can be played through with scary moments. I have planned out, layout/direction, assets, events, sounds and the walkthrough.
Here are some design pictures I've been working on:
Tuesday 15 November 2011
After some good feedback I realized I needed to think about legends and old folk tales, these are in the plenty and I found myself returning to an old collection of mine called "The Spine Chiller Collection" It was something I collected as a young teenager when my interest in horror was growing.
While this may have been aimed at young teenagers such as myself it is full of loads of information about horror, folks tales, legends, mysteries and more. There were apparently about 60 editions, however I only got to about 33, I don't really remember how I lost out on the rest. However, It did allow me to add some interesting stuff, some things I had forgotten all about. My research book has reached over 12,000 words and nearly 60 pages.
On the other hand, I started looking at my design which was greatly helped by my knowledge of coach and train stations. For 4 years I traveled up and down the country by Coach and Train during a long distance relationship. I guess this is an interesting fortunate advantage as I'm rather intrigued by the layout of buildings and areas and I took note of a lot of them.
One thing I know is that I'll take inspiration from an experience I had at one of the coach stations. Just off Milton Keynes my coach took a detour so I could make a switch to another coach to head up north to Manchester. Me and group of other travelers all got off at this small station at about 9pm on a Sunday night, and it was basically deserted. The entire building was shut, the toilets were locked apart from one that had its door kicked in that lay smashed on the floor. We all stood under the canopy that sheltered us from the rain and, but also was the only source of light. During winter time it had gone dark much earlier and was pitch black. I found myself with the other all huddling under this one light as the public phones were broken and the lights over the top were flickering on and off.
It was actually pretty scary, as it ran off a slip road and no other houses were anywhere near it just trees creating more darkness and I couldn't see very far through the black of night in any direction. I was stood there for about an hour, and no one moved and inch, all it needed was for some monster to appear from the dark and it would have been a perfect horror movie scene. I know if I can create that effect in my level it'll be a good project.
Randomly I typed in Bus Stop Monster and I ended up finding this, which in turn helps bring me to where I am in my design. While I've been currently trying to design the layout that would be interesting to look around, what is important is that it would need a good reason to look the way it does (being derelict and broken), just a little back story to help make the level scary and make the player think. I think this monster looks great, and it makes my head spin with ideas, I'll certainly use it as inspiration.
I've been thinking that I wanted this place to look new but destroyed, like it was built but quickly abandoned after a sequence of deaths or something. I could help explain this story by making the player start off using a newspaper where the story is explained. Since I'm not copying an actual existing area I have room to create an imaginary town with its own legend, leaving this new facility haunted and ruined.
On the other hand, I started looking at my design which was greatly helped by my knowledge of coach and train stations. For 4 years I traveled up and down the country by Coach and Train during a long distance relationship. I guess this is an interesting fortunate advantage as I'm rather intrigued by the layout of buildings and areas and I took note of a lot of them.
One thing I know is that I'll take inspiration from an experience I had at one of the coach stations. Just off Milton Keynes my coach took a detour so I could make a switch to another coach to head up north to Manchester. Me and group of other travelers all got off at this small station at about 9pm on a Sunday night, and it was basically deserted. The entire building was shut, the toilets were locked apart from one that had its door kicked in that lay smashed on the floor. We all stood under the canopy that sheltered us from the rain and, but also was the only source of light. During winter time it had gone dark much earlier and was pitch black. I found myself with the other all huddling under this one light as the public phones were broken and the lights over the top were flickering on and off.
It was actually pretty scary, as it ran off a slip road and no other houses were anywhere near it just trees creating more darkness and I couldn't see very far through the black of night in any direction. I was stood there for about an hour, and no one moved and inch, all it needed was for some monster to appear from the dark and it would have been a perfect horror movie scene. I know if I can create that effect in my level it'll be a good project.
Randomly I typed in Bus Stop Monster and I ended up finding this, which in turn helps bring me to where I am in my design. While I've been currently trying to design the layout that would be interesting to look around, what is important is that it would need a good reason to look the way it does (being derelict and broken), just a little back story to help make the level scary and make the player think. I think this monster looks great, and it makes my head spin with ideas, I'll certainly use it as inspiration.
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