Sunday, 24 April 2016

Final thoughts

I think In overall term , I found this project to be a great challenging I had to overcome. I learned a lot about the use of presence with a 3D environment and how games companies use this factor in their titles.

Throughout the development of this project, many challenges arised.


Also unfortunately due to being a bit ambitious, of how Much I would get done by the end  some events weren't added to the scene. 

Problems:

During the creation of this project, many a problem arised, 

-creating the lightmaps & making sure they didn't overlap in the map.
- Struggling to creating the sound effect triggers on a new version of unreal 4 engine (4.10) as some of the option on tutorials were not availible
- Finding the right areas to place the effects and triggers to balance out the Horror element (not too many in one area).
- Packaging out the game to a exe format 


Future:

I think overall was a good attempt at trying to create a immersive, first-person horror game, but if was worked on further then the main task would be to polish up some of the final objects  further, add more clutter and make a more interactive play through with object animations and simulations.

unreal development final























Thursday, 21 April 2016

Survey Results








After concluding the results of this Survey of 16 participants, although not being an absolutely conclusive report, because of the lack in numbers, of people used as participants. Rather the results of this survey would be used as a source of general feedback, instead of being a report that gave definitive Proof I had been successful in emulating sense of presence within my game with the same methods applied in the games industry. The general age range between varied between 18 - 50, with the majority of this consensus being on the younger side of the scale, (18 -25), with slightly higher ratio of participants being male (10 - 6).

The intention of creating an emotional impact (atmosphere) was  successful (100%) , especially when it came to the realistic style of the environment & the implemented sound, but upon reading the feedback quotes at the end, the general consensus was that, more interactivity with objects and a little bit of story was needed, to make the player feel more like they were there -(enhancing the sense of presence). The intention for the genre of this game was to scare people & from the feedback, most of the players generally said they felt fear & anxiety while playing through it.


Wednesday, 20 April 2016

Sound Implementation

Sorry, this post should have been put up a week & a bit ago. These pictures below show the various sounds and triggers, I had implemented into the scene. As well as the ambient music in the background, these are the sounds used for each particular object/ space. The fact that this was a horror game, the sounds were implemented in such a way that it would intensify the general atmosphere throughout the scene as you explore. These ideas of sound implementation were based off of the concept drawings I done earlier throughout this semester.
Pouring rain

Demon singing & Tv on standby

Tap dripping 

Whisper in the background 

Fan noise & laughing in the background


The sounds, apart from the royalty free ones coming from the TV. Came from a sound student named Cameron Brown.

Unreal development 4












Tuesday, 19 April 2016

destructable mesh trigger



Above here is a video I followed on destructible meshes and how to create them. The tutorial seemed fairly easy to follow, and only needed a few steps in the engine, as well as a static mesh I had  imported to break apart. However there was one problem, apart from in game mode where the destructible mesh activated too soon, so I tried to set up triggers to activate on contact, alas it was to no avail. As it didn't work & there were no video tutorials on the subject, I went onto the UNREAL ANSWER HUB  to find out the right nodes to connect.


Unreal Answer hub - Fortunately for me, My question for activating a destructible mesh on overlapping the box trigger, was answered right away, Saving some valuable time on the creating the project.

OK, so here's what I've done. First thing, we'll need an empty actor. Drop the empty actor into your scene. Now add a collision box (or capsule/sphere if that works better for you) component and add your destructible mesh as a component (both children of the root). From there, all you need to do is set your collision component to recognize overlap (I set mine to use trigger defaults for collision), position it where you want your trigger to be to break apart your destructible, and recreate the BP below. In my basic testing, if you step into the box, the destructible does its thing. And by keeping all of it within one BP/Actor, you can now instance this out and have it so that each individual trigger only activates one DM. Also note that I've included a little branch to make sure that only the player character can trigger the destructible s in this fashion. "



The unreal user giving me this advice  for the trigger, greatly helped further my own knowledge  and finish one of the ideas, I had for the horror scene. (this image above was my progress on the trigger I made).

Monday, 18 April 2016

Game Level Poster

After looking at many different Prometheus & Japanese horror movie posters, I felt inspired by their heavy use of foreshadowing and wanted to try implementing it myself. As well as that, I felt the need to add a spot light, to make the scene seem as if the dead character was stepping into the light. To add the finishing touches, the use of smoke was introduced to give the ghostly feeling to the composition, as well as it helping to fade out parts of the characters body. The darkened eyes on this poster were heavily inspired by the Prometheus poster.






Here below are some good examples of movie posters, which have used the technique of foreshadowing their characters into the black backgrounds of their scenes.


Faded figure included



In the scene of this poster, I am greatly inspired by the use of foreshadowing of the giant head, as it takes the direction, to which I want to go with my poster. Especially with the fact your only seeing part of its face and the eyes are blacked out, which adds a sense of mystery & enhances the horror aspect.