Self Initiated Project: Final Proposal (Instinct)

So for the Self Initiated Project, I decided to go with the ‘Stealth Survival’ (Tentatively named ‘Instinct’) game instead of the other 2 options, simply because I felt the need to focus more on my environment modelling in order to better supplement other modules and also bolster those skills. This is so that I can prepare to look further into character rigging and animation, of which is also the tertiary goal for this project.

Overview

Awaking in the middle of the night, you begin hearing noises and realise that your home is being invaded for reasons unbeknownst to you. Unarmed and lacking in fighting skill, you must traverse your house and decide what you want to do; silently avoid the armed trespassers and escape or attempt to deal with them.

The game will be first person perspective, in order to draw into the immersion factor of said perspective and to heighten the intensity of the situation. It will predominantly be without combat for the most part, which will only take the form of silently disposing of enemies if the player so wishes (For this the player must find objects that promote hostility, which would be something along the lines of a knife or anything that could be used to cause harm), although they can avoid doing this all together and attempt escaping without bloodshed. Enemies will shoot on sight and are linked with a narrative aspect of wanting to kill the player, so there is little chance for the player to escape after being seen. The player can interact with most things in the environment and use them to their advantage, for instance; making noise within a certain room or leaving a light on, in order to snare some enemies into one spot, to make escaping marginally easier.

Goals

  • Primary: The primary target for me to achieve throughout the entirety of this module is to create the environment that the game takes place in. This means 3D Modelling, texturing and producing a playable level, namely the house itself. The reason this takes priority is because without a level/environment, the game wouldn’t have a platform to appropriately express everything it tries to do with its mechanics.
  • Secondary: The game mechanics will be secondary priority for this module as they are relatively important but the environment, of which I need to focus on improving, takes priority. These mechanics will govern the stealth mechanics and enemy character models, that are the fundamental aspect of the game.
  • Tertiary: The tertiary target will be for me to look into and attempt character rigging and animation for the enemy 3D models in order to better portray the scenario I am attempting to capture. Also, I would ideally like to have interactable objects present within the level but at present moment, this isn’t a necessity for the project within the realms of this semester.

Gameplay

In a first person perspective, the player plays as the protagonist Evelyn, as they are awoken in the middle of the night to a disturbance within the house. Gameplay orientates around the primary principle of stealth based gameplay where the player must navigate a specific environment, in this case the protagonists home, and avoid the trespassers. With this, the player will use their own knowledge of the house layout to their advantage and use this to either evade or deal with the trespassers. The catch, is that the protagonist is not a proficient fighter and has no tactical awareness, just an ordinary individual within an unfortunately terrifying situation.

The main directive of the game is to escape the house. The player can choose to eliminate the trespassers instead of evading them, but for every enemy disposed of, the game will make it increasingly difficult to escape if a body is spotted by another trespasser. The player gains points for every minute they have survived, the longer they survive, the higher the score. This score is then doubled if the player escapes the house intact without alarming the trespassers. The motivation of the player is primarily based around the desire to escape the house. This is driven by the AI encroaching on the players position and motivating the player to move forward.

Similar to any first person game the player can navigate the level using the WSAD keys. Hitting Q will initiate stealth mode, of which limits movement speed, has the player crouching but eliminates majority of the noise the player makes by moving. Thus decreasing their chances of being heard by the trespassers. Objects within the environment will be interactive. i.e, Light switches can be turned on in order to snare enemies into specific areas of the house, to make escape or elimination easier. This game isn’t structured in any primary form. The player is given the objective to escape and that becomes their prerogative throughout the games entirety. Meaning that it begins when the player gains control and only ends once the player either dies or escapes the house. The game is purely single-player. ‘Bragging rights’ as a mechanics could be present if the player plays it within a network of peers in order to see who can amass the most amount of points and escape.

Environment

The game takes place within the players house, allowing the player to navigate through the conventional rooms of said house, such as; Bathroom, Toilet, Kitchen, Dining/Living Room, etc.

It will also be fundamentally in the first person perspective. 

Features

The genre the game would encompass would be primarily Stealth with Survival elements.

With the intended message of violence and steering towards being a game based around the question “What would you do if your home was invaded in the middle of the night?”. The fundamental aspect of this would be down to the player to decipher what that specifically is.

This game will be built within Unity.

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Rabbit Heart GUI – Final Version Sample Screens & Self-Appraisal

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Here are a collections of a majority of the screens seen throughout the GUI. As you can see i took on-board most of the feedback provided. Instead of updating the options menu i decided to get rid of it. As a practical element of a game, yes it’s needed, but as an interactive piece that’s only representative of a game, i didn’t see the required need. I also decided to get rid of the New Game and Continue buttons as they didn’t serve much purpose either.

Self-Appraisal

Overall i think the finish product is sufficient. Obviously with any product, you’ll always have the inclination to do better, i could’ve easily took more time into making a working inventory system, but with the other changes that needed to be made and aesthetic issues factoring alongside my patience with Adobe Flash and i decided to leave it. Other than that i’m content that it works and that the design is aesthetically pleasing to the point where i would say that i’m proud with what has been achieved.

The Street – The Toy Shop Model

Sadly with corruption issues, i lost former versions of the model.. So anyways, here’s the final model;

I had the initial design of having the balcony and making it an entirely different shape. But this was before i was given the measurements that it had to be within and architecturally speaking, the upper living quarters with the initial design would’ve effectively been relatively like living inside of a shoe box, so for the sake of the imaginary house guest, i decided to standardize the upper floor. Additionally i did the same with the shape of the building, essentially half the building was going to be cut off on one of the back sides but it threw off the proportions of the model and made texturing and general modelling a pain. And that brings us to here, The Toy Shop.

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I wanted the model to be as basic and as ‘blend-able’ as possible, because that’s what abandoned buildings are, unnoticeable. You see them if your looking, but they generally go unnoticed to the naked eye.

And here is the illustrious texture pack that makes all of the magic happen;

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In hindsight, to make it look more effective i would’ve added a bit more  realism into the texture instead of using that practically give the shiny new building look. Compared to the now laughable attempts in 3DS Max that i performed nearer to the start of this semester, i would be confident enough to say that my skills have improved to the point that i’d be content with most 3D Modelling challenges. Although i could do with more practice with texturing and stitching UV Maps together for easier texturing.

Character Concept #1: Cerebral Knight – Final Render

Here is the final render of the Cerebral Knight character that was previously shown in sketch form in this post. I deliberately kept the sketch form when moving forward into the final render because i was not comfortable in my ability to use Photoshop to the ability of replicating this sketch to a higher standard. Instead i opted for importing the sketch and using the tools shown in previous tutorials to enhance the visual aspect of the character.

Here is the final render:

CharacterDesignSheet

Overall i enjoyed going through the process of turning a simple sketch as it was into a more visually appealing render. I feel the quality of the sketch itself wasn’t to the best of my ability and could have been vastly improved upon. Nonetheless, the end result is one of which i am content with and will be a motivating factor to enhancing my skills.