Saturday, 14 February 2015

Progress Report - Creating the Starting Bedroom

This week I wanted to complete the bedroom scene which is where the player starts. It is here that they have the chance to discover who they are and why they are there. There will also be a subtle hint into what may lay ahead.

Using NCloth - Maya
Bedroom Progress - UE4
Story Items







Personal Notes

My next plan of action is:
  • Complete some tasks that were set out by supervisor
  • look into 'drawTexture' Node
  • Look into changing mesh during game play - using opaqueness
  • Polish Room
I am wanting to use techniques learnt from previous research to help entice and encourage the player to play the game - do a little, receive a lot, add some hidden items etc

Monday, 9 February 2015

Supervisor Meeting - 04

Student Name: Christy McLaughlin
Supervisor Name: Ryan Locke
Date: 09.02.15


Agenda

  • Show working Dynamic Materials
  • Discuss changing mesh issues - new potential idea
  • Discuss getting the bedroom near complete for next week
Progress Report
  • Supervisor was pleased too see I had manage to accomplish the dynamic materials in Unreal 4. He was also pleased to see how my environment had improved over the weak through a couple of little changes.
  • Suggested I look more into 'replacing mesh' as oppose to 'dynamic mesh'. But understood my idea of using a plane and just changing the material although a really good normal map would be required to enhance the 3D effect.
  • Never got this far due to in depth discussion about various other topics (See next section)
Agreed Action Report
  • Look at last year's class' Honours Project blogs - can be a good help
  • Perhaps look at the link in my last blog post to help set up a structure criteria
  • Look at bookmark/reference managing - can be extremely helpful for dissertation
  • Create a document that 'visualizes' my project dissertation questions etc

Personal Notes

This meeting went much better than expected and has definetely perked me up ready for the week ahead. I felt that I hadn't accomplished much in this last week, but my supervisor thought that I had done lots. He was pleased with the research carried out and the practical skills I had developed. What also was a huge relief for me was how he praised the development of my piece - which I hadn't intended to develop. I just added a few things and it immediately looked much better.

For Next Week
  • Create bedroom and intro story alongside it to a satisfactory level
  • Look once more into 'replacing actors' in game time in my environment
  • Create a visual document of my project dissertation
  • Carry out some more specific research - via journals e.g gamestudies.com
With all this in action I hope to begin looking at and perhaps developing the Asylum parts of the environment next week. I hope to have a lot of the environment complete by March and then I will begin to use the weekends in March to develop my dissertation and research.

Sunday, 8 February 2015

How To Make A Game Engaging

Very interesting article found on www.gamusutra.com. Goes into a lot of depth about emotionally engaging a player in a game.

Link: http://www.gamasutra.com/blogs/EvanHill/20130808/197951/The_New_Dramaturgy_Pt_1_Introduction_to_Gamic_Dramaturgy.php

Friday, 6 February 2015

Horror Techniques for Games

Continuing with my research, I am relating horror techniques too my project and what I intend to do. I recently came across this article from Gamasutra.com entitled, 'Four Ways To Make Better Horror Games'.

Link: http://www.gamasutra.com/view/news/173350/Four_ways_to_make_better_horror_games.php

The four features discussed are ambiguity, strong sense of place, relationship with protagonist and subtle changes in atmosphere.

Ambiguity

It is important for the player to understand what they are supposed to do and why. However at the same time, being vague in these points can be effective in a horror genre. This helps as it leaves a lot too the player's imagination which can be a powerful too in the horror genre.

For my game I intend on effectively telling the story as subtly as possible. At the beginning there will be some obvious items that introduce the character and story and from there, the events that happen will not be completely obvious to the player until a few more clues are dropped.

Strong Sense Of Place

If a player does not have any idea of where they are, they will loose interest in the game. It is important to keep them engaged and help them believe what is happening. This helps by clearly conveying the location and setting of the environment. Starting of in a hotel room which then leads on to a hotel hallway helps convince the user they are in a hotel. This will be obvious due to the design of assets and standard style of environment typically associated with hotels. With regards to the asylum, this is now cliched and not original however, that is why I have developed my story/environment in the way it is now. It is a completely different method of having an asylum as an environment in a horror game. In my game you are not fully aware of the hotel's history until you begin to explore. This is when the hotel deteriorates into the asylum leaving you exploring the halls of an asylum. I really focused on making it as interesting as possible as I knew it was cliched however I feel my technique, is highly original and shall prove successful.

Relationship With Protagonist

This is important as it also helps with immersing the player into the game. If the player has no concern or interest in the character/story then it looses all effect. With my project, I am not looking so much into character design/creation - it is the environment of games I am studying however, in order to convey a realistic story, the character in it must be believable and be understood. This is wh yI will be taking care to make sure the user is aware of who they are and why they are there. This will help give them a purpose and reasoning behind every Acton they take.

Subtle Changes In Atmosphere

This is highly important - especially to convey a horror atmosphere. I will be subtly changing the atmosphere through slowly de-saturating the environment and making the whole level darker. As this is happening it will also be slowly turning into an Asylum. This requires a lot of practice to perfect but I am getting the hang on Unreal Engine 4 and all the technical aspects I need to know.

Thursday, 5 February 2015

Environmental Storytelling - Part 2: Bringing Theme Park Environment Design Techniques to the Virtual World

I discovered part one of Don Carson's article near the start of first semester. I had no idea there was a part two and part three! I will be looking through his article and making note of features that can be and should be applied to my game.

Link: http://www.gamasutra.com/view/feature/131593/environmental_storytelling_part_.php

Architectural Archetypes


Carson uses this example to highlight a very interesting and key point, which can be effectively used in my game:

'Imagine you have a pair of columns side by side, like our two trees, and have placed them in an open field. It is easy to predict that any passing hikers would find the sight of the two columns intriguing and potentially walk over to them. In the process of examining them, they might even walk around them several times. Now, Imagine that you add a lintel bridging the two columns, making an archway. Now the sight becomes more intriguing, and worthy of further investigation. Add a threshold stone to the base of the archway and you have created an irresistible mystery. With the addition of the threshold, you have created a door, and I defy any passersby to continue on without passing through it.... and once passing through, somehow feeling as though they have left one place behind and entered a new place all together. This occurs with the knowledge that they have not left or entered anywhere. They are still in the same field as before. If a passing person were to have the will power to avoid walking through the threshold, they might forever wonder what might have happened if they had.'

This example is pointing out the idea that a simple piece of architectural design can help suggest or directly point out, some aspect of a story. In this example, Carson makes reference that this mysterious piece of architecture could easily be some sort of doorway/gateway.

When it comes to fictional and perhaps, fantasy style stories - that become apparent in what initially seemed like a realistic story, needs some sort of doorway/gateway that separates the two worlds. This gateway can be anything. If it is a clear separation from one 'world' of the story to another 'world' within the story, then the audience can believe that it could potential make sense and be happy to continue with the story.

Example
A perfect example of this 'portal' between two worlds in a story is in Alice In Wonderland. This story begins in a normal real life environment, of Alice sitting in the grass daydreaming. She then spots a white rabbit wearing a waist coat, and follows it into a rabbits hole, eventually taking her to the magical land of Wonderland. This odd 'doorway' suggests too the audience that it could be a dream, imagination or perhaps, some sort of other realm in life. This type of doorway drives the story from the intro sequence, into the main story. Other examples of this include; The Chronicles Of Narnia, where in this case, the doorway/portal is a wardrobe, which leads into a fantasy land.

A perfect example in games is Among The Sleep, where you stumble down to the basement and from there, enter some sort of dream state/world. 

Using This Technique In My Game
My game will have certain events which, logically, are unrealistic and most would say impossible, however, in order to immerse the player into my world and believe what is happening around them, I need to create some sort of gateway/portal, from real life to nightmare.

My game begins in the room of a hotel. In this room will be items that include who you are and why you are there. It will also give some history to the character. More information will be discovered upon exploring the hotel. However, the events that occur are going to be events that occur from the characters memory and so I need to set this tone upon leaving the hotel room.

I am looking to approach this in a different method. The player will not be able to unlock the door until they have explored the room a little bit. After a while the door will creak open and some music will be played. This will immediately set the tone and add suspense for what could be ahead. This start also helps contribute to the type of 'horror' events coming ahead.

Illusion Of Complexity

'One of the problems facing most game and theme park designers is how to coax your audience through your story and still give them the feeling they are on a unique journey. A quest that is theirs alone, and one worth retelling once the adventure is over.'

The idea of pushing the player through the story without it being to obvious or boring is something I have been working on and looking too achieve. In a sense, this comes down to linear and non-linear storytelling. A lot of times, a game may appear non-linear but is in fact, quite linear. This can be accomplished through multiple paths - all leading to the same and final end point.

Using This Technique In My Game
To make sure my game seems non-linear, I have designed the level to have many optional routes. The events will occur in different rooms throughout the hotel hallway. These will be randomly scattered and so there is no one direction for the user to take to each room. This allows the user to roam the halls until discovering an open room. I will look to lead them to that room through music being 'apparently' played from the room that has recently opened. This technique is especially useful to help immerse the player into the environment as the environment is telling/leading the story as oppose to the level design pushing the player in one forceful direction.

Environmental Storytelling's Bag of Tricks

This technique is used in novels, films and books but is highly important to help maintain the player's interest:

'Tell them where they're going,
Tell them where they are, and
Tell them where they've been.'

With the player understanding these fundamentals in a game, it helps them understand the character and why they are in the situation they are in.

Using This Technique In My Game
In order to tell the story and explain these aspects through the environment, I will be using objects to tell the story. In the hotel room at the beginning, I will have a range of objects set to help the player understand who they are and why they are there. Throughout the game I will set small reminders of why they are there in order for them to keep engaged with the story and it's path. 



Wednesday, 4 February 2015

Media Test - Dynamic Materials

I successfully managed to alter the saturation levels in my previous test however, then next step was actually changing the materials. Once again, this was quite a daunting task however I knew I would be able to find away. In my supervisor meeting, two techniques were mentioned - Vertex Painting and Lerping. I had already come across lerping and so began with that. I eventuially stumbled onto this tutorial which worked perfectly for what I wanted to achieve:

https://www.youtube.com/watch?v=mikG9ZuM2gY

Like with my last media test, I decided to take it one step at a time. I began with create a sphere - like in the tutorial, and used that as my test:





After achieving this, I went on to doing the same but for one of my own materials:



This process is simply consisting of using the blueprint and the matinee. The blueprint is basically the code, programming what is happening and the matinee is where you set up the animation with time and value settings. After testing it on a couple of tiles, I then applied it to all of the 'FloorMain' tiles.

Media Test - Dynamic Materials


Finished Result



Personal Notes

Again, I am very happy with my result. The next step I wish to take in this process is figuring out a way to make the change over more random/interesting - perhaps with particle effects. Almost as if the hotel pieces burn away into the asylum pieces. I also need to figure out what too do with meshes as for example, the wall mesh will need to completely change. This is one step further from materials but it is something I need to look into.


Supervisor Meeting - 03

Student Name: Christy McLaughlin
Supervisor Name: Ryan Locke
Date: 02.02.15

Agenda

  • Show progress/ receive feedback
  • Pitch level deterioration technique idea
  • Maybe discuss research
Progress Report
  • Supervisor was pleased to see my progress and how I had developed a good understanding and knowledge of Unreal Engine 4. The technical skills I have learned and tested were a great achievement with plenty room to enhance and improve.
  • Really liked the deterioration idea. This change was due to feedback received in my last progress presentation. Much research and practice has gone into figuring out whether this will be possible or not.
  • Research was not fully discussed but he made it clear that next week, he wants to see and hear what research I have been carrying out.
Agreed Action Report
  • Look into how to create suspense - whilst still telling a story and use this suspense to tell the story.
  • For the deterioration, look into 'lerping' and perhaps vertex painting.
  • Look into 'player agency'
  • Develop a thumbnail comic strip of the story that shows; events, why they happen, how they happen etc.
  • Think about the order of the story - building on intensity

Personal Notes

This was a very in depth discussion. I was pleased how much my supervisor liked my deterioration idea and the potential that could go with it. One thing that has got me a little anxious is that he feels my models/textures a not that good. This was a little disheartening as I thought they were better than that. However I do see his point. I have the chance to create something fantastic, I may as well spend a lot of time on the texturing etc. This is my weakest aspect I feel - especially when trying to make them look as real as possible.

For Next Week
  • I plan on figuring out how to change from one material to another within the game
  • Develop story through a thumbnail comic strip style animatic
  • Lots of research - Player agency, changing/revealing stuff to enhance horror, building suspense in story, Silent Hill PT
  • Maybe look into developing better textures
My idea is that next week, I will build the first room you start in and look at introducing the story through that room. If I can have that completed by the end of the week, I can then start on the asylum aspects of my game.