Saturday, 31 January 2015

Media Test - De-saturating the Environment

Now that I have decided to have my environment deteriorate throughout the game, I have decided to look into transforming materials and I have been looking at de-saturating them first.

I have spent a long time working on this and been through many tutorials but the one that worked best for me was this one:

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ParameterCollections/index.html

This involves using a 'master parameter' to adjust the whole environment. First I followed through the tutorial using blank squares to test it out. I managed to get this to work relatively easily:





Here, the coloured squares de-saturated every time I held the right mouse key down. On release, they would return to their original colour. This was very pleasing to see as it had taken me some time to find a relevant tutorial to help me.

After I had done this it was time to apply this technique to my textures. An issue I had was that the coloured squares where instances of each other and so needed no editing, however, my textures would each need to have the required blueprint attached to them.



Finished Result

Once I had figured out how to work it I edited all the material blueprints and manage to get myself a nice effect:

Media Test - De-saturating the Environment


Personal Notes

When it comes to the final piece, I intend to use this feature through a trigger. When a player enters and then leaves a room - the environment will change - right before their eyes. Visually this could be very interesting for the player and provide an effective story telling method. Initial thoughts are having 5 rooms and therefore 5 stages. The next step for this test will be to ensure I can change from one texture to another.

Friday, 30 January 2015

Moving forward

It was highlighted at my last presentation that having the hotel hallway with empty rooms was pointless in the sense that in environmental storytelling - nearly everything should have significance. I started to consider just having all the rooms locked but then thought that just walking through the hallways would get a little boring.

I also thought that when moving onto the next level (Asylum) the contrast in environments would be so obvious and quick that it would perhaps leave the user confused and feel distant from the story as it would appear unrealistic and therefore loose its immersive qualities.

To Fix The Problem

A while back I had an idea of actually showing the deterioration of the hotel in becoming what it used to be - an asylum. I did not pursue with this as I thought I would not be able to manage this or have the skill set too do so.

However last night I discovered this video : https://www.youtube.com/watch?v=a5Pw5KGi3Zg and realized that I could easily manage this with a little bit of practice. This video shows how you can change the material of an asset whilst in game, hence I could change the carpeted floors of the hotel into the ceramic style flooring of an asylum.

With this in mind I have decided to alter my project design into the following:

You find yourself in your room (in a dream/outer body experience). You here a piano being played in which you go to explore and see. As you walk through the hotel and explore the rooms, you encounter various different events from your memory and you see the hotel deteriorating into it's past self - a Lunatic Asylum.

Ideas
  • Your room is main indication of who you are and why you are there - this is also highlighted throughout the level
  • You are lead to each room through the sound of a piano being played
  • Once entering each room you discover a memory of yours being convey through the environment
  • Every time you leave a room (event) you notice that the hotel hallway keeps on deteriorating into an old asylum.
  • Using extracts from book (diary entries etc) you find notes telling the story - which will also be told through voice via an old style record playing sound

Thursday, 29 January 2015

Progress Presentation 3

Progress Presentation 3

Feedback on Project

  • Look at Tzvetan Todorov - theorist, in relation to telling murder/mystery plots
  • Keep looking at references and examples - games, films etc
  • Too much focus on level design - since project is about environmental storytelling
  • Look at what each asset/objects significance is to the story and how it is told
  • For hotel level - what is the purpose of the empty rooms?

Personal Notes

This was a very useful feedback session for me. They were pleased at the amount I had done since last time and was interested in my story and how I came about it. The main concerns highlighted was my scope might be too big and I was focusing too much on level design. I need to bring my focus back to environmental storytelling and understand the significance of each object/asset I create for the level. It was suggested that if I was having empty rooms that can be explored in the hotel level that there should be more significance to them and how they convey some sort of story.

Where To Go From Here
  • Finish hotel hallway - leave the rooms for now and start planning out the main story level - Asylum. 
  • Figure out how to give the premise of who you are at the beginning of the level and why you are there etc
  • Look into Tzvetan Todorov in order for planning events in the asylum that are communicating the story.

Wednesday, 28 January 2015

Scaling/Proportion Issues

It was noted that in my media testing from semester one, the hallway I created in UDK looked very squashed and proportionally incorrect. My supervisor recommended I fix this issue immediately before I go ahead and create more assets.

I managed to get myself Unreal Engine 4 and so now my final piece will be produced through that. Already I am finding the interface much more friendly and appealing than UDK was so I am very pleased with the switch. As for sorting the scale and proportion issue, I ran into some similar problems when trying to edit it in Unreal Engine 4:


Scaling Issue

Perspective Issue

Final Result

Looking at the final result I am happy with the change I have made. It looks a lot better in scale and I will now go on to creating a more thorough block-out of the hallway before moving onto the rooms.

One thing I have noticed is there is an odd perspective issue which I mentioned in the second picture. Things look oddly small from a minor distance but once up and close, it looks fine.

Tuesday, 27 January 2015

Supervisor Meeting - 02

Student Name: Christy McLaughlin
Supervisor Name: Ryan Locke
Date: 26.01.15

Agenda

  • Inquire about the showcase form due 2nd Feb
  • Discuss potentially using Unreal Engine 4
  • Beginning my final piece using assets created in first semester
Progress Report
  • It turns out that the showcase form is actually due in 13th Feb. Our next lecture will be discussing this in much more detail but I was assured it is an easy form to fill out and not to worry about it.
  • I was told to definitely carry my project out in Unreal Engine 4. I was previously using UDK however I was in the process of applying for a free student version of Unreal Engine 4. I was granted it and have began becoming familiar with the interface and controls.
  • I was told this would provide a great start by having a visually pleasing block out. Looking at it so far I think with some of the assets I have created, there is not much more work needed to enhance them. This makes sense as I did spent a long time on these assets in first semester. Of course there is lot's more to do but it's a nice start to my project.
Personal Notes
This meeting was primarily discussing what I was going to be doing in the next week or two. I emphasized that I am ready to start building my environment and want to have a relatively good block-out to show for next week. I also am interested in seeing my progress for next week in order for a more realistic judgment of the upcoming weeks ahead. It was also stressed that I should, 'record your learning & tests' so I will be making an effort to do that.

Sunday, 25 January 2015

Moodboard - St. Columba's Lunatic Asylum

Moodboard - St. Columba's Lunatic Asylum

Moodboard - St. Columba's Lunatic Asylum

Moodboard - St. Columba's Lunatic Asylum
I emailed The Clarion Hotel asking for some help with reference images. I was happy to receive these back in return. These are images of the Asylum/Hotel during it's 'abandoned stage' before the hotel was eventually built. Sadly it's all they had. This would have been perfect if I was modelling the exterior of this building but as I am doing an interior it is not as much use as I would have preferred. However I am really thankful for the help the Revenue Manager gave me. I am hoping I can somehow use these images - perhaps as photographs within the hotel walls? At the very least, they portray a fantastic creepy atmosphere which I can try and imitate when  I begin creating the asylum part of my project.

Moodboards - Hotel Rooms

Moodboard - The Clarion Hotel, Sligo

Moodboard - Hotel Rooms (Google Images)
Like before, I have developed a couple of moodboard in efforts to gather some visual research that I can use and base my designs on. I will be focusing on The Clarion Hotel images, however my project does not necessarily have to be a direct replica as it is only based on this location and not a direct copy.

Personal Notes

With time being of an issue, my rooms (to begin with) will not be overly detailed. This is because it is not the main feature of my project and would rather develop detail and polish the environments, once I have the bulk of the overall environment complete.

Saturday, 24 January 2015

Moodboards - Hotel Hallways

Moodboard - Hotel Hallways (Google Images)

Moodboard - The Clarion Hotel, Sligo
So I have developed a couple of moodboards in order to ready myself for producing my own piece. The first image is just random hotel hallways that I felt gave the impression I was looking for, with interesting and grand designs. The second one is purely from The Clarion Hotel, Sligo, which is what I am basing my project on. Sadly there were no images of the hallways in the hotel, however, I felt this room shows the type of decor and atmosphere the rest of the hotel would have.

Personal Note

Looking at these images (especially The Clarion Hotel) I will look into adapting my previous assets created when carrying out my media tests. I felt the hallway I previously created worked really well and will look even better if I just touch it up a bit.

Friday, 23 January 2015

Level Design - Hotel Rooms

Level Design - Hotel Rooms

Level Start

This is where the story will start. You begin waking up in the middle of the night in your hotel room. You can then leave the room and explore the halls finding more open rooms. The room you wake up in is your room and so in here you will find out your back-story through various methods. There will be different items in the room explaining who you are - ID etc.

Production Of Rooms

Essential
  • Walls - Normal, Corner1, Corner2
  • Doors
  • Windows
  • Beds
Ideal
  • Decor - Curtains, paintings, desk, bedside tables, Rug
  • Bathroom
Story Items
  • Personal ID
  • Notebook/Journal
  • Medical Books

Personal Notes

This part of production will require a little more work as there is a lot more objects required than the hallways. However, these can be duplicated easily for each room as being a hotel, most things are similar. Some of the story items will be taken straight from the book

Level Design - Hotel Hallway

Level Design - Hotel Hallway

Hotel Hallway Plan


Part One - Hotel

Part one gives you the freedom of exploring a level in the hotel. There are a couple of rooms you are able to enter including your own one. The rest are all locked for obvious reasons (It's night time and there are people inside). The room in the top right of the image above is where you will start. With non-linear exploration being part of the research, it is clear from the image above, there are multiple ways to the end ('Staff Only' door). However, in order to try and force the player down a certain path I have decided to add the rooms marked with a 'tick'. These will be rooms that can be explored and the idea is that the player will see the open door, and therefore take that path.

Whilst all this is happening, every now and then a piano will begin to play - coming from the 'staff only' door. This is what will drive the user to continue forward.

It makes know difference which way the user goes, however, on the basis of research, I will be interested to see what route most people end up taking.

Production of Hotel Hallway

To successfully create this environment I will need the following assets:

Essential
  • Walls - Normal, Corner1, Corner2, Doorway, Window
  • Doors - Rooms, 'Staff Only'
  • Windows
Ideal
  • Walls - Interesting shape ('s' type shape in center image)
  • Doors - Elevator, Stairwell
  • Decor - Tables, Paintings, Plants, Curtains
Story Items
  • Paintings/Pictures - showing hotel used to by asylum
  • Note paper - suggesting hotel used to be asylum (Taken from Book)

Personal Notes

This part of production should not take too long. As it is primarily modular and only the beginning of the experience, not too much iconic features are needed. Part One is purely to suggest story and give the user a feel for what is coming next. It is also a test of what direction the user takes in order to get to the final stage.



Thursday, 22 January 2015

Level Design

'Beginning Game Level Design' by John Feil and MarcScattergood


I am using the book 'Beginning Game Level Design' by John Feil and Marc Scattergood to help me with the initial stages of game design. Using the hints and tips to begin my level design for my environment, I aim to have a thorough visual image in my head and on paper, ready to be converted to a 3D environment.

Know Your Audience and Know Your Genre

Genre: Psychological Horror (Story)
Audience: Anyone who is a fan of this genre and story based games (12 years and up)

Example Games (That I have Played)


Alan Wake
This game had a lot of potential however for me, I found it quite repetitve. It seemed that all the enemies were the same and each time you were being chased, it felt the same, apart from the environment. As for the experience I look to create, I won't be having enemies of any kind as it will be a story. I do however aim to have the different 'parts' of the story, as different and unique to each other as possible in order for each one to be as interesting and creepy as the other.

Project Zero II - Crimson Butterfly
This is one of if not the most scariest game I have ever played. As you explore the map you are constantly in fear of something happening. The atmosphere has been captured fantastically in order to keep the player on their toes. I will look to accomplish this in the later part of my own interactive experience.

I am looking to create an interactive experience that uses subtle horror techniques to have the user on edge whilst understanding the story. Personally I find sudden loud/surprising scenes in horror games ineffective and only scary due to the 'jump' - caused by the noise. I hope to enhance this technique in a more original manner. (If I decided to use this technique). As for creating the rest of the horror atmosphere, I shall be using traditional horror methods focusing heavily on lighting and sound.

First Impressions - The beginning

The first part of my game will be set in a hotel. This is merely and introduction part so there is no major events that happen here. Instead, it will be used to communicate subtly the story of who you are and why you are there, as well as give the player a chance for the feel of the game and how it works before moving on the the next part of the game. I must be careful to make this as enticing as possible otherwise, the player will loose interest before even attempting the main section of the game.

The Middle

The main bulk of my game is being set in a mental asylum. Many different events will happen here in order to convey the story. I will begin developing this once the hotel is around 80% complete. I am not sure how but I hope I can create it so that once you start the asylum level - everything from the hotel 'disappears' in order to reduce processing power needed. I will need to look into this.

The Ending

At this point I am not fully sure on how to end it effectively. It is important I do this right. I need to have the whole story told and understood by the player. I have a few ideas but they could all change depending on how the project develops so I have decided to plan this when the asylum part is around 60-70% complete. I will be looking into a climax as well as a denouement for an effective ending.

Meeting with Supervisor - 01

I met with my supervisor for our first official meeting and it went smoothly. A brief update of my project and and where I was was given and where I aimed to be for the following week then followed. This will be the standard discussion in these meetings as they are for me to ask questions, seek guidance and help as well as for my supervisor to see where I am in my project.

Aim for next week

I aim to have my level design sorted out. At this point I am unsure if I will have the whole environment sorted but I at least aim to have the first section complete - the hotel. From there I can move on to a day or two's worth of visual research followed by creating the environment and putting it into a game engine.

'Beginning Game Level Design' by John Feil and Marc Scattergood - Quotes

'Beginning Game Level Design' by John Feil and Marc Scattergood
Useful and helpful quotes from this book:

'The further you get from the accepted genres, the harder it will be to find your audience.' - p3

'Once you find your audience, pay attention to what they like and what don't like.' - p3

'...you need to know the games that your own game will be competing with...to learn what players expect from your genre.' - p4

'Manipulative power is the most subtle power...Giving the player the power to manipulate also allows the player to immerse himself in your game, as your game characters become his extensions into your game world.' - p7/8

'The designer may start forgetting that the player doesn't know as much about the game world as he does, so he starts leaving out small bits of information that the player needs in order to make sense of it all.' - p13

'The most important part of any game is the first 10 minutes. Unless you make them so compelling that the player can't put down the controls, he'll find it very easy to quit...' - p14

'...the end needs to be satisfying....The finale needs to wrap up any plot hooks that might be laying about...' - p17

'There are two parts to an ending: the climax and the denouement (pronounced day-new-ma). The climax is the height of excitement, where the plot comes together and resolves itself in a way that's entertaining to the audience. The denouement is the part after the climax, where any hanging plot points or clarifications are given.' - p17/18

'Wide open spaces are inviting to people, drawing them in. Closed spaces and pinched corners push people away, making them feel trapped.' - p65

'By alternating spaces that pull and spaces that push in their structures, architects create a flow that keeps people moving from space to space, looking at the things the architects want them to look at...' - p65

'Architects are also masters of using different textures and colors to enhance flavor of an environment...A large part of the architect's art is creating mood and immersion, and the same goes for game designers.' - p65

'Architecture has a benefit over open terrain because you can direct the player's movement much more easily.' - p72

'...you want to avoid creating environments that frustrate the player...The player should be able to get around your halls and rooms easily.' - p72

'Another way to frustrate a player is to make it hard for him to figure out where he is. Getting lost in a game is horribly unappealing...' - p72

'...linear gameplay means less choice and less freedom for the player, which can mean more frustration as the player must adjust to what you think is the best path for him to take...' - p73

'having levels that allow for circular movement...makes for much better gameplay.' - p74

'The problem with non-linear levels is that every possible choice and action that the player might want to make has to be planned for, creating more and more work as you build in reactions for every possible action. Because of this, most non-linear games are actually partially linear.' - p74

'The game DOOM 3 by id Software uses lack of light to intensify the player's feelings of vulnerability and horror.' - p87

'Players become nervous when they can't see as far as they're used to...' - p89

'Using correct sounds for environments tremendously increases the amount of immersion a player feels.' - p90

'We unconsciously prioritize and filter out all the noise we don't want to listen to and pay attention only to noises that are unexpected or that call out to us specifically...' - p91

'...ambient audio is expected but isn't necessarily wanted. It has to be subtle and quiet. It also has to fit the environment perfectly, or players will notice it and hate it almost immediately.' - p91

'...important thing to consider about ambient audio is that it needs to be consistent without becoming repetitive.' - p91

'If you're placing encounters that give out information, remember that players need time to understand the information. This means that the knowledge you are giving must be presented in a way in which the player can take whatever time he needs to absorb it.' - p96

'...you'll want to set up the knowledge so that the player can repeat it at any time in case he forgets it or feels he needs to clarify something.' - p96

'If the information you want the player to know is vital to his success in the game, it is better to placer this information where the player can't avoid it.' - p96

'If some information is important but not vital for the player to know, try to put that information in bottlenecks, where it will be hard for the player to miss.' - p96

'...The more aggressive you make this type of thing, the more the player will try to avoid it.' - p96

'Beginning Game Level Design' by John Feil and Marc Scattergood - Review

'Beginning Game Level Design' by John Feil and Marc Scattergood
My project is more of an interactive story than a game as such, however, this book had a fantastic insight into designing levels and games. I will be using this book to develop the level design of my environment in order to grasp a more professional direction in creating my final piece. This book's chapters consecutively describe the procedures for creating a story, designing and planning the game and then implementing it within a game engine. I will follow this book step by step to create my initial plan and design of my environment before going on and making it.

I have decided to take my environment in steps (levels). The beginning (first level) will be held in the hotel. I will first design and draw out my level design for this setting, gather visual research and sketch out ideas before taking it to a 3D package and creating the game assets. Once I have the hotel environment to a standard I am pleased with I will then move on and repeat the same process for the next environment - the asylum.

Thursday, 15 January 2015

Developing My Story

My main task at the moment is to complete the story for my environment and soon after, complete the level design of it. Here is a few images of the notes and plans I have been making with regards to the story development:

Developing a Story

Developing a Story

Developing a Story

Summary of Story (taken from images)

So basing this on the book 'The Secret Scripture' by Sebastian Barry I have done my best to follow the book closely but tell a similar story with a twist.

Story Premise


You play as Dr. William Grene, now aged 72. He retired from his position of Senior Psychiatrist at Roscommon Regional Mental Hospital and has recently discovered, 'The Clarion Hotel'. He is aware that this hotel was formally known as 'St Columbas Lunatic Asylum'. He goes to stay a few nights with a keen interest of the hotels history. He wakes up in the middle of the night and begins to explore the hotel.

This is a small premise of my story - below is the 'inside scoop' which has spoilers of the overall story in my game as well as the original novel.

Story Premise (Inside scoop (Spoiler)


You play as Dr. William Grene, now aged 72. He retired from his position of Senior Psychiatrist at Roscommon Regional Mental Hospital and has recently discovered, 'The Clarion Hotel'. He is aware that this hotel was formally known as 'St Columbas Lunatic Asylum.' He know's this as, a former patient of his who a few years ago he discovered was in fact his birth mother, was sanctioned there for a number of years. He decides to go stay for a few nights in memory of his late mother and as a general interest of the place itself. He ends up waking up in the middle of the night and hear's a piano being played. Following the music around the hotel he discovers it is coming from a 'Staff Only' door. This is when the game environment changes from hotel to asylum which is in a dream/memory style state. You then explore the asylum reliving the memories of your mother.

It is quite a complex plot and needs developed further but I wanted to keep it as accurate as possible. I will be continuing with this tomorrow and shall hopefully begin developing some sort of level design. This is important to my project as I am in some cases looking at linear and non-linear story based games.



Wednesday, 14 January 2015

Meeting with Lecturer

Today I met my lecturer in order to get feedback for my project proposal. This went very well and I managed to channel a more appropriate direction for my project. I have been struggling to pinpoint what I wish to accomplish but a few points were raised:


  • Difference in linear and non-linear storytelling in environments
  • How to lead player through story in a subtle manner
  • How too keep it engaging

Whats Next

Next I aim to have my story and level design complete as well as the main ideas for narrative and storytelling in place and ready to create. I am seeing the lecturer again in 2 weeks and definately hope to have achieved this by then and much much more.

Monday, 12 January 2015

'Psycho Paths' by Philip L. Simpson - Quotes

'Psycho Paths' by Philip L. Simpson


Quotes I found interesting or relatively useful for my project:

'Urban legends belong to the subclass of folk narratives, legends, that-unlike fairy tiles-are believed, or at least believable, and that-unlike myths-are set in the recent past and involve normal human beings rather than ancient Gods or demigods. Legends are folk history, or rather quasi-history. As with any folk legends, urban legends gain credibility from specific details of time and place or from references to source authorities. (3)' p6

'...the film's strengths: "But being left with such a question [about the killer's past] is much more satisfactory than being given the answer...' p52



                                                                                                                                                                                                                                                                                                                       

'Psycho Paths' by Philip L. Simpson - Review

'Psycho Paths' by Philip L. Simpson


I got this book a while ago hoping it would help when it came to the story writing of my environment. However I then discovered 'The Secret Scripture' by Sebastian Barry and that book has helped a great deal in my story ideas. I am going to base my environment on events that happened within this book. As for 'Psycho Paths' I decided to give it a read anyway and see what I could get from it.

It turned out it was nothing like I had imagined. I got about half way through before realizing it was wasting my time and I was getting nothing from it. It does appear to be a very good book for those who divulge in the topic but for me it's a little too far from what I was looking for. Especially as my story is not going to involve serial killing or anything as concrete as that.

Friday, 9 January 2015

'The Secret Scripture' by Sebastian Barry - Quotes

'The Secret Scripture' by Sebastian Barry
Here is many of the quotes I found interesting or may prove useful in my project story outcome - SPOILER ALERT

'My hand is good and I have a beautiful biro full of blue ink...and I have a bundle of paper that  I found in a store cupboard...and I have a floorboard loosened where I hide these treasures.' p4

'I write out my life on unwanted paper...I start with a clean sheet - with many clean sheets. For dearly I would love now to leave an account, some kind of brittle and honest-minded history of myself, and if God gives me the strength, I will tell this story, and imprison it under the floor-board, and then with joy enough I will go to my own rest under the Roscommon sod.' p5

'The piano had possibly never been worth a great sum, but it had a most beautiful tone for all that, and had never been played before it reached us, in as much as one could surmise that history from the state of the keys, which were pristine.' p12

'There were scenes painted on the side panels, of places which were not Sligo as much, most likely being scenes of an imaginary Italy or the like, but might have been all the same, being of mountains and rivers, with shepherds and shepherdesses standing about with patient sheep.' p12

'My father...was able to play this lovely instrument...there was room for me beside him on the stool...' p13

'Is she a hundred now? She used to play the piano down in the recreation room, really very expert songs, jazz tunes of the twenties and thirties.' p18

Roseannes father shows her the laws of gravity - p19-23

Three young men ask Roseanne's father to bury their dead friend. Fr Gaunt absolves the dead boy. p38-44

The fire at the orphanage - p76-79

''Yes, And you came here I believe from Sligo Mental Hospital.'
'Lunatic Asylum.'
'Yes, yes. An interesting old phrase.'' p81

''I wonder how long you were in Sligo? Do you remember the year you entered there?
'No. Sometime during the war,' I said. That I knew.
'The Second World War, you mean?'
'Yes.'
'I was only a baby then,' he said.' p82

''I have not heard good accounts of the old hospital in SLigo, in that time. I am sure it was a horrendous place. I am quite sure it was.' p83

'My father leapt up, because my mother had inadvertently struck herself on the leg with the shovel...She had opened a little inch of herself and there were a few jewels of dark blood glistering there.' p87

Roseanne's mother purchases an expensive clock, which she then smashes. p88 -90

Roseanne's father dies. p90

Roseanne's fathers wake. p91-92

'I do remember terrible dark things, and loss, and noise, but it is like one of those terrible dark pictures that hang in churches, God knows why, because you cannot see a thing in them.' p106

Finding the guns in the grave - p159

Fr Gaunt's account of Rosanne's father at the top of the tower, regarding hammers and feathers. P187-188

'It was a book called Religio Medici in that very old battered copy I have often as I passed. She said it was her father's favourite book, had she ever told me that, and I said, yes, I thought so. I said I thought she might even have showed me her father's name in it once, yes.' p255

Roseanne pleads to reader - p257

Dr. Grene begins to understand everything - p289-291

Letter to John Kane from Dr. Grene - p292

Letter to Roseanne McNulty from Jack McNulty - p294

Everything becomes clear - p299-301

Letter to Dr. Grene from Seanin Keane Lavelle (John Kane)

'The Secret Scripture' by Sebastian Barry - Review

'The Secret Scripture' by Sebastian Barry

Through researching St. Columbas Lunatic Asylum and The Clarion Hotel, Sligo, I discovered that a film director was staying at the hotel in order to gain a feel of what it felt like when it used to be the asylum. He was doing this as part of research for his upcoming film which is based on a book, 'The Secret Scripture' by Sebastian Barry. The book itself is based upon harsh yet tru Irish history. Basing the story on his own aunt, from which he knew very little about, the story was about elderly lady - a patient of Roscommon Regional Mental Hospital - who is writing diary style extracts of her life and hiding them under the floor boards. The narrative of the whole novel is set through these diary extracts and that of her doctor's, Dr. William Grene.

SPOILER ALERT - this post and the next will describe certain events that someone planning on reading the book may wish to avoid so this is my warning!

I did a quick read up on the book and thought it could help me decipher some sort of story for my environment which the main character, Roseanne McNulty had actually stayed in at one point in her life - The St. Columbas Lunatic Asylum, now known as The Clarion Hotel, Sligo. With such a rare opportunity I managed to get a hold of the book which my grandparents ended up owning and began to read it.

At first I was a little disappointed to discover she was in fact, staying at another mental hospital and thought my research must of been wrong, however, I then, upon further reading, discovered that Roseanne did stay at St. Columbas Lunatic Asylum prior to her now home, Roscommon Regional Mental Hospital. So even with this I still managed to figure out a rough story idea that for now, I can use too plan my actual final piece

Example From Book

This book involves lots of memories - as it is narrated through characters diary extracts/ notes - hence memories. Throughout the book you discover different versions of stories which question who is telling the truth however further on - you discover that both stories are truthful but just happened at different times. It is remarkably done. Here is an example:

As a child, Roseanne remembered her father going to the top of a tower in the graveyard to show her the laws of gravity - by dropping hammers and feathers at the same time - the ideal result, they land together. She waited at the bottom while he went up to the top and dropped the said items. This whole scene is described beautifully by Roseanne and is a very sweet and wonderful memory. She had great admiration for her father and loved him ever so much.
However, another account of this event was from the local Priest, who in his notes explained that the father was abducted and taken to the top of this tower, in which Roseanne followed. She watched from the bottom - struggling to see what was going on at the top, in which the group of men had stuffed her fathers mouth with feathers, and beaten him with a hammer - the priest believed they initially planned to through him off the tower. At some point he blurted out the feathers and the group of men through the hammers over the edge in which one hit and knocked out Roseanne.

Now what is interesting is the difference but yet eerie similarity in these two stories - who do you believe? The Priest who would have no reason to lie, however does have a dark side too him and did not get on with Roseanne or the father, or do you believe Roseanne, who after all, was in a mental asylum.

You eventually discover that both events actually happened. First was Roseanne's father showing her the gravity law then years later, him being brought too the top of the tower and beaten with hammers. There were no feathers at this point, Dr. Grene had just mis-wrote his 'diary extract'. So obviously, with the blow to the read, Roseanne forgot this memory or choose not too remember or write about it. 

This book is full of interesting/disturbing memories which I can perhaps use and showcase in my story.

Holiday Season

It has been the christmas holidays which I have enjoyed very much. I did intend on getting a lot of stuff done but sadly it did not happen. I had emailed a few different people regarding reference images of the hotel/asylum I was basing my environment on. Sadly I have had no reply and so had to proceed with a different approach.

Researching further into the St. Columbas Lunatic Asylum I discovered a book, entitled 'The Secret Scriptures' which involves an old women who used to stay at St. Columbas Lunatic Asylum. This story is based on true events so I got myself the book in hope for some story ideas I can apply to my own piece.

The things I hoped to accomplish by the end of the holidays (12th Jan) were:

  • Read and blog 2 books
  • Complete 2 Case Studies
  • Have my story complete
  • Have a level plan design mapped out
So far none of these have been fully complete. I have done a considerable amount but not finished anything entirely. I am hoping to tie of loose ends in the next few days and have the books complete and perhaps a rough story made up. Then the following week will be used to complete story and level plan. As for the case studies - I have started them but wish to speak too my supervisor before wasting anytime on them so this will perhaps be a further weeks task.