After completing the people to a relatively satisfactory standard, I wanted to use one within the level to demonstrate their potential in walking a route. I found this tutorial useful for handling Biped’s in Unity but it didn’t particularly help with the specific action I wanted to take as the individual recording was using far older versions of the software I was currently using.
Recently found this illustration of a house that I found relatively interesting in my research. It displays the various levels within a house in contrast to its exterior counterpart and how everything is condensed within the architecture. Potentially could use this a benchmark for adapting my house to fit an exterior shape, although it isn’t particularly of importance at present.
In preparation for the project, I looked for a tutorial in regards to building a 3D model of a house not for the sake of being inexperienced within the area, but in an attempt to learn and progress as an individual and see if any tutorial could offer insight and tips to help my progression. I found this one that gives a relatively descriptive walkthrough of someone modelling a house and its interior. The design of it is quite peculiar to say the least but the principles the individual followed and the various things he did to achieve it was very informative.
When looking into games that fit this specific type of project, the one game that jumped out at me was one that I had previously looked at in a previous module in a different context, Gone Home. An Indie game created by The Fullbright Company, is a game that is essentially exploring a house. Although not on par with the concept of my project being that it’s a stealth game and not an exploration game, its environment and level design is notable as a recent piece that is relevant to the primary objective of the project and thus is potentially influential in helping me decide on the final design for the level. The other thing to note, of which is why I selected to re-discuss this game, is that it is made in Unity, the engine I intend on creating my level within.
Here we have a screenshot from the game that depicts a bedroom. The primary launching point from the concept of my project is that it starts within the players bedroom and leads on from there as the player discovers why their house is being invaded but also trying to stay alive. The reason I decided to show this screenshot in-particular is because of how easily it is to display life and storytelling within a level just from the items on screen. Whether or not I could replicate something of this visual fidelity within my allotted semester time span given how many rooms I have to cover, is another issue that may reduce the quality overall but won’t impact the end result too much.
I included this one as a reference point for how I want to intend to produce the lighting within the level. Scenic and horror-movie esque that visually intensifies the situation. Now it’s a similar situation in both games that it’s based at night in order to provide that element of mystery, although with my intended project I do intend on having most lighting off within the level which isn’t particularly an easy thing for the player as they need to see where they are going so I’m sure I can negotiate some source of lighting within my level somewhere.
These two are reference for how populated the level could become in terms of assets, I’m not particularly sure on how many assets I want to create for the level as my main concern is the level itself but without assets it wouldn’t particularly be representative of an actual house if nothing was present.
Lastly, this image is a screenshot from within Unity that the developers had taken during development. It may not seem like much but when it comes to designing the level it’ll help me immensely when it comes to designing how each floor and room will be designed and put together in Unity.
For those wondering, the RockPaperShotgun article that discusses Gone Home more in depth in its prereleased form, can be found here.
Although not of top priority, I took it upon myself to do some research around how to make a stealth game within Unity and found the Project: Stealth tutorial section. I didn’t attempt the tutorial myself as of yet because I was just preparing and gathering research for use at a later date, but click on the screenshot for a link to the tutorial if you are someone potentially interested in creating a Stealth Based game within Unity. It’s marked as a beginner guide, so it may prove useful for me later on in the project if I progress that far, If I don’t i’m sure I will use this in some capacity on the project once it becomes something I can take fully into my own personal time.
Having absolutely no prior experience with Unity, I decided to dive in at the deep end and run through one of the more well known tutorials to get a basic understanding of how things work. This being the ‘Roll-a-Ball’ tutorial, of which guides the user through an 8-step tutorial of creating; a level, having a movable object and that object being able to ‘pick-up’ other objects.
For those interested in following suit, the tutorial is available from Unity’s own tutorials section, here
Note: I would’ve recorded a brief look at the end result but my video recording software has decided to stop working for me, so I shall update this post if I get around to fixing that issue. For now, enjoy these screenshots I took whilst going through the tutorial. (Yes, I left the walls at a disproportionate size in comparison to that prescribed in the tutorial, I apologise to those with OCD)
The main aim of this tutorial was to be a vehicle for the user to learn the basics of Unity, whilst also having something tangible in itself as an end product. I thought personally it was a fantastic starting point for learning the ins and outs of Unity and provided me some very valuable and key information from the individual voicing and going through the tutorial. Doing this has indeed left me in a position of which I would feel comfortable moving forward with my own project and being confident in producing something using Unity.
In order to gain a greater understanding of the type of floor plan I want to go with and how I want to best set the level out, I thought it best to look into pre-existing floor plans. A few examples I pulled are ones that caught my eye for their complexity and general unique architectural properties.
This one particularly caught me eye because of the potential routes that could be used throughout the layout for the player to evade the trespassers. Although the intensity of the situation would be lost on a house of that size.
Although nice to have reference for the exterior side of the house, I don’t think that I will be using any exterior reference for the final product as I don’t intend on creating the exterior elements of the house within this project. The reason for this is that as the primary game element is within the house and the end goal is to reach the outside, time wouldn’t be best afforded to something that would be visible for mere seconds upon completion of the game and that then depends on whether or not I have the capacity to complete the project up until the point of which it has function as a game and requires that end scenario.
Looking over these floor plans has made me come to the decision that despite this game needing a relatively large amount of room to operate as a stealth game, I don’t think a mansion-type building would suffice to allow the player to feel like this was a home instead of a massive structure. If anything I may try to mesh some of the room structures and placements from these floor plans with my own personal intuition on what may be best to be suited in specific locations, and knowledge of my current housing situation and its architectural properties.