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
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