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.
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