Wednesday, 30 June 2010

Gameplay

We have been discussing elements of gameplay and we feel that the way to make it seem a lot more interesting and keep it fun is to have a significant number of enemies, yet I think that there should still be a really tight limitation on ammo so you have to run, this builds up those tense moments we hope to be creating for players.

Things to scare the player.

Lights = The lights can be switched on but finding switches that are switched off an area they need to pass through will hopefully creating a scary element to the game for the player.

Tight hallways = Things pushed up against the wall that the player maybe has to squeeze through, or even walk through but it will be tight so that they can't just run straight through, it would also restrict their view. I also like the idea of planks of wood across a hole in the floor, where the player has to slowly cross even when being chased by something.

Shadows = Using shadows will be an important part of the game, and I have currently designed the morgue so that there is one way viewing walls, so light and shadows can still effect walls in the room, Even if they cannot be seen.

Enemies = Weird looking enemies that are a lot bigger than the character should be used. These create more of a threat than other people of the same build and height.

Ammunition = Limited ammunition, killing the odd few police men can allow you to pick up their weapons for a couple of extra rounds.

Paranormal Activity = Doors triggered to close at certain times, this would really scare the player especially when they have to take a slightly longer route.

Children = Creepy children... just because they're creepy.

Melee Weapon = Something that plays on the phobias of needles... which I have... A nice big syringe to stab into your enemies.

Double Whammys = A monster jumps out behind... oh no... that was just a book falling off the bookshelf... Damn ghost.... 2 seconds later... Monster really does jump out.

Dark and creepy shaders = We are going for orange and blue lighting but if we can get a slightly desaturated look by the use of shaders it would ensure that our work blends and looks creepy.

That's it for now, but when we have decided on a full idea of how the game works, I will write it all up properly.

Weapon





Handgun 821 Polys

512x512 Diffuse
512x512 Normal
512x512 Specularity

Probably going to drop the textures down to 256x256 except diffuse

Animations

Hey,

I know it's been a while since my last post but I have had a few issues with the rigged character.

1. The arms started deforming oddly.
2. Unity would not open the character.
3. Unity would not play the animations.
4. Decided to re rig the arms of the character.
5. Had diffulty in the animation of the model looking realistic.

Now all of these issues have been fixed I will be adding more animations to the character then I'll make a video demonstration post to show you all what I have been working on.

Tuesday, 29 June 2010

Handful of assets

We thought that it would be nice to throw in the 3DS Max kettle as it is one of the standard primitives relevant to max... now we just need to think how to throw a monkey in for Paul


A medicine tray that carts medicine and tablets around to patients
Lightswitch on.

Lightswitch off
Curtains (I tried to make it look like someone was hiding behind these

Monday, 28 June 2010

Stretcher


I am going to change the metal texture as it looks terrible
I did some really terrible concept art and I based the stretcher from that.

Saturday, 26 June 2010

Morgue Progression


Render with a floor texture

Monday, 21 June 2010



I worked on the hair today but I can't get it too look right. This is about 20 minutes worth of trying.